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Barbaro: differenze tra le versioni

Da D&D Next.
Import classe: Barbaro
 
Traduzione classi: Barbaro
Riga 1: Riga 1:
{{Classe
= [[Barbaro]] =
|nome=Barbaro
=== Class Privilegi ===
|dv=DV_PLACEHOLDER
|armatura=ARMOR_PLACEHOLDER
|armi=WEAPONS_PLACEHOLDER
}}
 
# Barbarian
 
### Class Features
 
As a barbarian, you gain the following class features.
As a barbarian, you gain the following class features.


#### Hit Points
==== Punti Ferita ====
'''Colpito Dice:''' 1d12 per barbarian level


'''Hit Dice:''' 1d12 per barbarian level
'''Punti Ferita at 1st Livello:''' 12 + your Costituzione modifier


'''Hit Points at 1st Level:''' 12 + your Constitution modifier
'''Punti Ferita at Higher Livelli:''' 1d12 (or 7) + your Costituzione modifier per barbarian level after 1st


'''Hit Points at Higher Levels:''' 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
==== Competenze ====
'''Armatura:''' Luce armor, medium armor, shields


#### Proficiencies
'''Armi:''' Simple weapons, martial weapons


'''Armor:''' Light armor, medium armor, shields
'''Strumenti:''' None


'''Weapons:''' Simple weapons, martial weapons
'''Tiri Salvezza:''' Forza, Costituzione


'''Tools:''' None
'''Abilità:''' Choose two from Addestrare Animali, Atletica, Intimidire, Natura, Percezione, and Sopravvivenza
 
'''Saving Throws:''' Strength, Constitution
 
'''Skills:''' Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
 
#### Equipment


==== Equipment ====
You start with the following equipment, in addition to the equipment granted by your background:
You start with the following equipment, in addition to the equipment granted by your background:


- (*a*) a greataxe or (*b*) any martial melee weapon
- (''a'') a greataxe or (''b'') any martial melee weapon
- (*a*) two handaxes or (*b*) any simple weapon
- (''a'') two handaxes or (''b'') any simple weapon
- An explorer's pack and four javelins
- An explorer's pack and four javelins


'''Table- The Barbarian'''
'''Table- The [[Barbaro]]'''


| Level | Proficiency Bonus | Features                     | Rages    | Rage Damage |
| Livello | Bonus di Competenza | Privilegi                     | Rages    | Rage Danno |
|-------|-------------------|-------------------------------|-----------|-------------|
|-------|-------------------|-------------------------------|-----------|-------------|
| 1st  | +2                | Rage, Unarmored Defense      | 2        | +2          |
| 1st  | +2                | Rage, Unarmored Defense      | 2        | +2          |
| 2nd  | +2                | Reckless Attack, Danger Sense | 2        | +2          |
| 2nd  | +2                | Reckless Attacco, Danger Sense | 2        | +2          |
| 3rd  | +2                | Primal Path                  | 3        | +2          |
| 3rd  | +2                | Primal Path                  | 3        | +2          |
| 4th  | +2                | Ability Score Improvement    | 3        | +2          |
| 4th  | +2                | Ability Score Improvement    | 3        | +2          |
| 5th  | +3                | Extra Attack, Fast Movement  | 3        | +2          |
| 5th  | +3                | Extra Attacco, Fast Movement  | 3        | +2          |
| 6th  | +3                | Path feature                  | 4        | +2          |
| 6th  | +3                | Path feature                  | 4        | +2          |
| 7th  | +3                | Feral Instinct                | 4        | +2          |
| 7th  | +3                | Feral Instinct                | 4        | +2          |
Riga 66: Riga 54:
|      |                  |                              |          |            |
|      |                  |                              |          |            |


### Rage
=== Rage ===
 
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
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:
While raging, you gain the following benefits if you aren't wearing heavy armor:


- You have advantage on Strength checks and Strength saving throws.
- You have advantage on Forza checks and Forza 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.
- When you make a melee weapon attack using Forza, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Danno column of the [[Barbaro]] table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have resistance to bludgeoning, piercing, and slashing damage.


Riga 80: Riga 67:
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.
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.
Once you have raged the number of times shown for your barbarian level in the Rages column of the [[Barbaro]] 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.
=== Unarmored Defense ===
While you are not wearing any armor, your [[:Categoria:Classi|classe]] Armatura equals 10 + your Destrezza modifier + your Costituzione modifier. You can use a shield and still gain this benefit.


### Danger Sense
=== Reckless Attacco ===
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 Forza 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.
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.
You have advantage on Destrezza 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


=== Primal Path ===
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.


### Ability Score Improvement
=== 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.
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.


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


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


### Feral Instinct
=== Feral Instinct ===
 
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
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.
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
=== 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.
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.
This increases to two additional dice at 13th level and three additional dice at 17th level.


### Relentless Rage
=== 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 Costituzione saving throw. If you succeed, you drop to 1 hit point instead.
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.
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.


### Persistent Rage
=== 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.
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.


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


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 Forza and Costituzione scores increase by 4. Your maximum for those scores is now 24.
### 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.
 
## Barbarian Paths
 
### Path of the Berserker


== [[Barbaro]] Paths ==
=== Path of the Berserker ===
For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.


#### Frenzy
==== Frenzy ====
 
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).


#### Mindless Rage
==== Mindless Rage ====
 
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.


#### Intimidating Presence
==== Intimidating Presence ====
 
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 Saggezza saving throw (DC equal to 8 + your proficiency bonus + your Carisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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.
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 Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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 for 24 hours.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.


#### Retaliation
==== 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.


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.
{{Licenza|versione=5.1}}
{{Licenza|versione=5.1}}
[[Categoria:Classi]]
[[Categoria:Classi]]
[[Categoria:SRD 5.1]]
[[Categoria:SRD 5.1]]
<!-- Originale: Barbarian -->

Versione delle 12:48, 3 lug 2026

Barbaro

Class Privilegi

As a barbarian, you gain the following class features.

Punti Ferita

Colpito Dice: 1d12 per barbarian level

Punti Ferita at 1st Livello: 12 + your Costituzione modifier

Punti Ferita at Higher Livelli: 1d12 (or 7) + your Costituzione modifier per barbarian level after 1st

Competenze

Armatura: Luce armor, medium armor, shields

Armi: Simple weapons, martial weapons

Strumenti: None

Tiri Salvezza: Forza, Costituzione

Abilità: Choose two from Addestrare Animali, Atletica, Intimidire, Natura, Percezione, and Sopravvivenza

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

- (a) a greataxe or (b) any martial melee weapon - (a) two handaxes or (b) any simple weapon - An explorer's pack and four javelins

Table- The Barbaro

| Livello | Bonus di Competenza | Privilegi | Rages | Rage Danno | |-------|-------------------|-------------------------------|-----------|-------------| | 1st | +2 | Rage, Unarmored Defense | 2 | +2 | | 2nd | +2 | Reckless Attacco, Danger Sense | 2 | +2 | | 3rd | +2 | Primal Path | 3 | +2 | | 4th | +2 | Ability Score Improvement | 3 | +2 | | 5th | +3 | Extra Attacco, Fast Movement | 3 | +2 | | 6th | +3 | Path feature | 4 | +2 | | 7th | +3 | Feral Instinct | 4 | +2 | | 8th | +3 | Ability Score Improvement | 4 | +2 | | 9th | +4 | Brutal Critical (1 die) | 4 | +3 | | 10th | +4 | Path feature | 4 | +3 | | 11th | +4 | Relentless | 4 | +3 | | 12th | +4 | Ability Score Improvement | 5 | +3 | | 13th | +5 | Brutal Critical (2 dice) | 5 | +3 | | 14th | +5 | Path feature | 5 | +3 | | 15th | +5 | Persistent Rage | 5 | +3 | | 16th | +5 | Ability Score Improvement | 5 | +4 | | 17th | +6 | Brutal Critical (3 dice) | 6 | +4 | | 18th | +6 | Indomitable Might | 6 | +4 | | 19th | +6 | Ability Score Improvement | 6 | +4 | | 20th | +6 | Primal Champion | Unlimited | +4 | | | | | | |

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 Forza checks and Forza saving throws. - When you make a melee weapon attack using Forza, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Danno column of the Barbaro 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 Barbaro table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your classe Armatura equals 10 + your Destrezza modifier + your Costituzione modifier. You can use a shield and still gain this benefit.

Reckless Attacco

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 Forza 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 Destrezza 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. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. 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.

Extra Attacco

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attacco 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 Costituzione 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.

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.

Indomitable Might

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

Primal Champion

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

Barbaro Paths

Path of the Berserker

For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

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 Saggezza saving throw (DC equal to 8 + your proficiency bonus + your Carisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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 for 24 hours.

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.

D&D Next Wiki — Questo contenuto è basato sul System Reference Document 5.1 di Wizards of the Coast LLC, disponibile sotto licenza Creative Commons Attribution 4.0 International.