Barbarian
Player's Handbook p24

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D&D Home > Character Classes > Core Classes > Barbarian

Game Rule Information

The following changes have been made to the powers and abilities of the Barbarian. Any published rules for the barbarian that do not directly contradict the contents of this page still apply.

Class Features

Weapon and Armour Proficiency: I use the rules for Weapon Group Feats (UA p94). At first level the barbarian gains the Basic Weapons feat, and his choice of any three other Weapon Group Feats. This replaces the Simple Weapon Proficiecy and Martial Weapon Proficiency feats that no longer exist in my game. The barbarian's proficiency with armour is unchanged.

Illiteracy: Barbarians are still much less likely to be literate than a character hailing from a more civilised setting. However, there is no longer any provision in the rules for this fact. A barbarian character begins play with the same number of free language slots as any other character class, and is technically free to spend those slots on learning alphabets as well as spoken tongues. Becuase they come from a culture that doesn't have a written language and, for the most part, do not see the value of a written language barbarians do not learn how to read or write. Player characters are always exceptions, however, and if you want your barbarian to be able to read and write then I have no problem with it. It goes without saying that you have to be able to justify your choice.

Variants

The following variants may be considered legitimate options for players of barbarian characters. Players shouldn't feel obligued to adopt these options instead of the standard class. These variants don't make the character any more powerful, they simply make it different. "Official" variants are found in a variety of sources, notably the Unearthed Arcana and DMG. For a complete list of all the variants I use in my campaigns follow this link.

Whirling Frenzy: This ability replaces the standard bonuses a barbarian gets while raging. Barbarians that attack with a whirling frenzy are more difficult to hit, get bonuses to their Reflex saving throws and can take an extra attack per round. This option evokes the image of the swift wild-man who relies on speed and surprise to take down his foes rather than brute strength and indomitability. See UA p66 for more details.

Totem Barbarians: The Unearthed Arcana introduced the concept of Totem Barbarians - barbarians with abilities tied to a certain animal. The concept of the totem, while interesting in and of itself, is simply a means to justify swapping out some of the barbarian's abilities for others of comparable power. There is nothing wrong with this - variety is a good thing, and there is no real reason why the powers of one barbarian should be the same as the powers of all barbarians. The Unearthed Arcana presents ten totem animals, the game mechanics of which can be used without modification. Obviously this is just the tip of the iceberg. There is nothing stopping a player from creating a barbarian with unique abilities, as long as the power level is comparable to the list in the UA, and it is approved by the GM. Equally, variants need not be justified by tying the character to a totem animal, they might be born of the barbarian's environment or his heritage. See UA pp48-49.

Planar Substituion Levels: Barbarians who make the prerequisites may swap out certain class abilities in favour of planar-related ones. At 3rd level they may swap Trap Sense for Portal Sense. At 7th level they may swap standard damage reduction with planar damager reduction. At 11th level they may swap greater rage for menacing rage. They also gain Knowledge (the planes) as a class skill. See Planar Handbook pages 27 and 28 for more details.

See Also

 

 
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