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Barbarian Gutbuster

The document outlines the features and abilities of the Barbarian class in a role-playing game, detailing hit points, proficiencies, and various combat abilities such as Rage, Reckless Attack, and Unarmored Defense. It also describes the Path of the Gutbuster, a specialization within the Barbarian class that focuses on using specially designed armaments for combat. Key features include increased damage, unique combat styles, and enhancements to grappling and attacking mechanics as the character levels up.

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0% found this document useful (0 votes)
15 views4 pages

Barbarian Gutbuster

The document outlines the features and abilities of the Barbarian class in a role-playing game, detailing hit points, proficiencies, and various combat abilities such as Rage, Reckless Attack, and Unarmored Defense. It also describes the Path of the Gutbuster, a specialization within the Barbarian class that focuses on using specially designed armaments for combat. Key features include increased damage, unique combat styles, and enhancements to grappling and attacking mechanics as the character levels up.

Uploaded by

ispyrakos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Barbarian Class Features

As a barbarian, you gain the following class features.

Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that
increases as you gain levels as a barbarian, as shown in the Rage Damage column of the
Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage 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 rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you can rage 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, such as traps and
spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is
detailed at the end of the class description, and additional primal paths are available in other sources.
Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
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 rage before doing anything else on that turn.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra
damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit
points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. 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.
Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for
a critical hit with a melee attack.
This increases to three additional dice at 17th level.

Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you
choose to end it.

Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage
for a critical hit with a melee attack.

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

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4.
Your maximum for those scores is now 24.

Path of the Gutbuster


The Battleragers, a long line of brutal fighters, that throw caution to the winds as they throw themselves into the middle of
their foes, are a fearsome and respected foe, but amongst them the Gutbusters. The Gutbusters tactic was simple, and yet
genius, a full set of specially designed armor, covered head to toe in spikes, razors, and hooks, would allow them to turn
their very bodies into horrifyingly efficient weapons. With rage, and courage bordering on idiocy, they jumped headfirst into
the thick of their foes, grabbing them up and slashing them to pieces on their chests. As one taking the Path of the
Gutbuster, you now join the ranks of these fearsome warriors.

Gutbuster Armaments

When you choose this path at 3rd level, you become proficient in the use of and gain the ability to craft Gutbuster
Armaments. Gutbuster Armaments are special harnesses that are the signature weapon of the Gutbusters. These tight
fitting leather harnesses are fitted with razors and blades all over them, turning the body of the Gutbuster into a fearsome
weapon. The Armaments can be worn over top of the users body or armor and does not stop the user from having the
benefit of the armor or unarmored defense. The Armaments count as a weapon for the purposes of enchantments and
magical enhancements. While wearing the Armaments, you have advantage on Intimidation checks. Anybody that is not
proficient with the Armaments, that makes an attack while wearing them, takes 2d4 piercing damage. It costs 50g and takes
1 hr to craft the Armaments.

Spiked Embrace

At level 3, a Gutbuster learns how to use their Armaments to inflict pain. While grappling or climbing an opponent a
Gutbuster can make Attacks with their Armaments, causing 2d4 piercing damage plus strength mod, this number goes up
to 4d4 at level 5, 6d4 at level 11, and 8d4 at level 17. As an action they can attack an opponent with their Armaments, despite
not being grappled or climbed. If a Gutbuster successfully grapples, becomes grappled, stops an opponent from escaping a
grapple, successful defends against a shove, or climbs an opponent, the opponent takes 2d4 piercing damage from the
Armaments.

Gutbuster Style

At level 6, a Gutbuster learns a style of combat using their Armaments. Choose one of the following:

Body Slam: If you move 10 ft in a straight prior to making an attack with your Armaments, in the same round, the
Armaments deal an extra 2d4 piercing damage if that attack hits.

Bristling Wall: When you take the Dodge action, gain 3 AC til the beginning of your next turn and anybody that makes a
melee attack against you during that time takes 2d4 piercing damage from your Armaments.

Barbed Grasp: You can make Attacks of Opportunity with Armaments, if the attack hits you can make a grapple or climb
attempt as part of the Attack of Opportunity.

Advanced Armaments

At level 10 a Gutbuster has personalized their Armaments, pick one of the following:

Steel Plating: By incorporating steel plates behind your spikes your Armaments now grant you +2 AC

Hooked Spikes: Swapping out some of your spikes for hooks makes it hard for opponents to get away. Opponents have
disadvantage on any checks to escape your grapple, or shake you off of them.

Dirty Spikes: Leaving the spikes dirty and rusty causes more pain to the enemy, any attacks with the Armaments deal 2d4
extra Necrotic damage

Reckless Gutbuster

At level 14 a Gutbuster has fully embraced how to let go on the battlefield, turning into a ball of fury. Pick one of the
following:

Ball of Spikes: As an action, you may make an attack, with your Armaments, against each target of your choice within 5 ft of
you, roll separately for each target.

Coup de Grace: In your crazed fury you have learned how to destroy any foe that comes within your grasp. While enraged
and attacking recklessly, if you attack, using your Gutbuster Armaments, against a grappled and prone enemy, you do max
damage with that attack.

Enraged Regeneration: When you use Reckless Attack while raging, you gain resistance to all types of damage (except
psychic) and you also gain temporary hit points equal to 5 + your Constitution modifier. They vanish if any of them are left
when your rage ends .

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