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Homebrew, SRD (Barbarian)

Battle Savant

A fierce warrior who can draw upon an inner fury to crush their enemies.
hit dice: d12
hit points at 1st level: 12 + Constitution modifier
hit points at higher levels: 1d12 (or 7) + Constitution modifier
armor proficiencies: Light armor, Medium armor, Shields
weapon proficiencies: All melee weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your Background:

  • any martial melee weapon

  • (a) two handaxes or (b) any simple melee weapon

  • An explorer's pack and four javelins


spellcasting:
None
class features:
As a Battle Savant, you gain the following class features  

Battle Fury

In battle, you focus your primal ferocity into your Fury allowing you to enhance your capabilities against your enemies. On your turn, you can enter a Fury as a bonus action. While in your Fury, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength Checks and Strength saving throws.
  • When you enter Fury, at the start of your turn, when you deal damage with a melee weapon attack using Strength or when you take damage, you gain a fury dice that increases as you gain levels as a Battle Savant, as shown in the Fury Dice column of the Battle Savant table. You may have a maximum of 3 fury dice at any one time which increases as you gain levels as a Battle Savant, as shown in the Fury Dice Maximum column of the Battle Savant table.
  • When you would take damage form a source that you can see you may use any number your Fury Dice to gain restitance to one type of damage per Fury Dice used from that damage that you would take.
  • As a bonus action you can use and roll one of your Fury Dice to gain that many temporary hit points until your Fury ends.
  • When you would deal damage with a melee weapon attack to another creature you may use and roll one of your Fury Dice to deal that much bonus damage with that attack.
  You can't concentrate on or use gadjets while in a Fury. Your Fury lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Fury on your turn as a bonus action. Once you have entered Fury the number of times shown for your Battle Savant level in the Furies column of the Battle Savant table, you must finish a long rest before you can enter Fury again.  

Unarmored Defense

While you are not wearing any armor, your armor⁠ class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Reckless Attack

Starting at 2nd Level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to a⁠ttack recklessly. Doing so gives you advantage on melee weapon a⁠ttack rolls using Strength during this turn, but atta⁠ck rolls against you have advantage until your next turn.  

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

Battle Mastery

At 3rd level, you choose a mastery that shapes the way you fight in battle.  

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. You may also choose to take a Feat instead of increasing any of your ability scores.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Furious Movement

Starting at 5th level, your speed increases by 5 feet for each Fury Dice you have.  

Furious Instinct

By 7th level, your instincts are so honed that you roll an additional Fury Dice when rolling for initiative. Additionally, if you are surprised at the beginning of combat and aren’t Incapacitated, you can act normally on your first turn, but only if you enter your Fury before doing anything else on that turn, if you do so you do not get any Fury Dice when enetring that Fury.  

Brutal Fury

Beginning at 9th level, your fury has become more brutal and unrelenting. While in fury, you gain the following additional benefits if you aren’t wearing heavy armor:
  • You gain an additional Fury Dice at the start of each of your turns. This increases to two additional Fury Dice at 13th level, and three additional Fury Dice at 17th level.
  • When using your Fury Dice to gain resistance form damage you may gain resistance to up to two damage types instead of just one per Fury Dice spent. This increases to three damage types per Fury Dice at 13th level, and four damage types per Fury Dice at 17th level.
  • When using your Fury Dice to gain temporary hit points you may use and roll up to two Fury Dice instead of just one. This increases to up to three Fury Dice at 13th level, and up to four Fury Dice at 17th level.
  • When using your Fury Dice to deal bonus damage with a melee weapon attack you may use and roll up to two Fury Dice instead of just one. This increases to up to three Fury Dice at 13th level, and up to four Fury Dice at 17th level.
 

Unrelenting Fury

Starting at 11th level, your Fury can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re in your Fury and don’t die outright, you can use one of your Fury Dice and roll it to make a DC 10 Constitution saving throw while adding the Fury Dice result to the roll. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Unflinching Fury

Beginning at 15th level, while in your Fury, you are immune to being Charmed or Frightened and have advantage on all saving throws. Additional your Fury no longer ends if you didnt attack a hostile creature or didnt take damage for a round and lasts for 10 minutes insead of 1.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.  

Champion of Fury

At 20th level, you embody the power of your Fury. While in fury, you gain the following additional benefits if you aren’t wearing heavy armor:
  • Whenever you gain one or more Fury Dice you gain an additional Fury Dice.
  • Whenever you use and roll one or more of your Fury Dice except for your Unrelenting Fury feature you may use and roll any number of additional Fury Dice.
  • Whenever you roll one or more Fury Dice chose up to one result from among them you regain that many hit points.
subclass options:

Battle Mastery

  Fury burns in every battle savant’s heart, a furnace that drives him or her toward greatness. Different battle savants attribute their fury to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a rage hard as steel. Others see it as a spiritual blessing, a gift of the wilds. To a few, fury is a weakness unless controlled, honed like the blade they wield to cut only when they wish for it do so. Different battle savants use their fury to enhance their battle powers differently.  

Rage Mastery

Some battle savants focus their fury into a blind rage, rage is a means to an end—that end being violence. Rage mastery is a mastery of untrammeled fury, slick with blood. As you enter the rage of fury, you thrill in the chaos of battle, heedless of your own health or well-being.  

Raging Fury

Starting when you choose this path at 3rd level, you can go into a Rage when you enter Fury. As a bonus action while in Rage, you can make one weapon attack with a weapon you are currently wielding. When you do so, you cannot spend Fury Dice to gain damage resistances until the start of your next turn. This Rage for the duration of the Fury.  

Mindless Rage

Beginning at 6th level, when you enter Rage your toughts get bilinded by bloodthirst of battle. While in Rage you automatically suceed any Wisdom Saving throws, but automatically fail any Wisdom and Intelligence checks.  

Intimidating Glare

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use a bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again until you or that creature finishes a long rest.  

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.    

Blade Mastery

The fury of a blade master is a silent, merciless and deadly intent that suffuses their blades like an aura. Blade masters draw on their fury like other battle savants, but they wield it like another blade rather than give in to it, unleashing the full power of their fury without losing sight of their goal. While swords are the most popular weapon for these battle savants, they are not restricted to such weapons alone. The philosophy behind their power can be applied to any melee weapon of their choice.  

Fighting Style

Starting when you chose this path at 3rd level, you learn how to properly wield your weapon of choice. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
 

Masterful Hew

Also at 3rd level, you learn special techniques that leverage your mastery of martial combat mixed with your strength. While in your Fury, you gain the following benefits if you aren’t wearing heavy armor:
  • When you deal damage with a melee weapon attack on another creature you may use and roll one of your Fury Dice to deal that much damage to each creature other than yourself thats within 5ft form that creature.
  • When you deal damage with a melee weapon attack on another creature you may use one of your Fury Dice to additionally make a grapple or shove attack against the that creature as part of the same attack, you count as one size larger for the purpose of this grapple or shove.
  • After you roll for damage for a melee weapon attack against another creature you may use one of your Fury Dice to reroll the result, if you do you have to use the new result and you may not reroll the new result with this feature.
  • Once during your turn, after you make a melee weapon attack on another creature you may use and roll one of your Fury Dice to move up to the result times 5ft to an unoccupied space within range.
 

Tempered Fury

Beginning at 6th level, constant wrestling with your fury has made you fully in control of your emotions. You gain proficiency in Wisdom saving throws. If you're already proficient, you gain proficiency in your choice of Intelligence or Charisma saving throws.  

Steel Rending

Also at 6th level, your focused fury is honed like an edge, allowing you cut through stone and steel as if it was paper. Your melee weapon you are wielding have the siege property to you.  

Proof of Mettle

Beginning at 10th level, while you are in Fury, when you score a critical hit on another creature, you can use one of your Fury Dice to release a surge of fear around you. Each creature of your choice within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute or until it can no longer see you. A creature can repeat this saving throw at the end of its turn, ending the effect on itself on a successful save. After a creature suceeds in the saving throw they are immune to this freature until you or that creature finishes a long rest.  

Inexorable Prowess

Beginning at 14th level, while you are in Fury, you cannot have disadvantage on melee weapon attacks against creatures you can see.    

Body Mastery

Most battle savants seek out the most effective and well made weapons they can find to wield in battle. Those that master their boides have come to the conclusion that their own muscles are the deadliest weapon of all. These pugilists rush into battle with neither weapon nor armor, their fury is more like a euphoric laughter than a roaring howl as they revel in the battle ahead.  

Fists of Fury

At 3rd level, the strike of your fists grow more potent, and each punch resounds a challenge to the creature you strike. You can roll a d6 in place of the normal damage of your unarmed strikes and may engage in two-weapon fighting while you are not wielding any weapons. If you aren't wielding a weapon or a shield, you can roll a d8 instead. Additionally when you hit a creature with an unarmed strike while in Fury, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.  

Challenger's Response

Beginning at 6th level, your response to fear is not to run away, but to punch harder. While frightened, you can still move towards the source of the frightened effect if you are in your Fury.  

Psyche Up

At 10th level, you can release a loud bellow that inspires nearby allies. As a bonus action, you can release a fierce cry that fills allies with courage. Up to ten creatures of your choice gains advantage on attack rolls and immunity to the frightened condition until the start of your next turn. If a chosen creature is frightened when it hears this war cry, the frightened effect is temporarily suspended for the duration of this effect and the creature makes its next saving throw to remove the frightened effect at advantage. Once you use this feature, you cannot do so again until you finish a long rest.  

Death Defying

Beginning at 14th level, you refuse to fall while battle is still at hand. While you are in Fury, having 0 Hit Points doesn’t knock you unconscious and you no longer gain Fury Dice from taking damage. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would fail your last death saving throw and you have one or more Fury Dice you lose half of your Fury Dice rounded up instead.
LevelProficiency BonusAbilitiesFuriesFury DiceFury Dice Maximum
1+2Battle Fury, Unarmored Defense21d43
2+2Reckless Attack, Danger Sense21d43
3+2Battle Mastery21d43
4+2Ability Score Improvement21d43
5+3Extra Attack, Furious Movement31d64
6+3Battle Mastey Feature31d64
7+3Furious Instinct31d64
8+3Ability Score Improvement31d64
9+4Brutal Fury41d66
10+4Battle Mastey Feature41d66
11+4Unrelenting Fury41d86
12+4Ability Score Improvement41d86
13+5Brutal Fury Improvement51d87
14+5Battle Mastey Feature51d87
15+5Unflinching Fury51d87
16+5Ability Score Improvement51d87
17+6Brutal Fury Improvement61d108
18+6Indomitable Might61d108
19+6Ability Score Improvement61d108
20+6Champion of FuryUnlimited1d10Unlimited

Created by

Waddo.

Statblock Type

Class Features

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