The implementation made for each of the classes and available subclasses include:

Barbarian

Primal Knowledge (Optional)
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Note: This is setup through the script extender and is a part of the Barbarian config to enable or disable as desired. This option specifically requires Improved UI since that is what allows it to pick a skill proficiency at 3rd level as it otherwise doesn't allow you to pick one, causing you to be stuck with the Pending Choices message in the level up screen.

If the problem would still persist for whatever reason, you can disable the Barbarian options in the config, download the Non-SE optional mod and then allow yourself to level up accordingly. Afterwards, remove the Non-SE version or disable the rest of the Optional Features since it might conflict with the base mod in some undesirable ways.

Instinctive Pounce (Optional)
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Note: Similar to the above.

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.

Note: Implemented the 13th and 17th level parts of the feature as is.

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.

Note: Haven't figured out a way to replace ability check rolls (which are overall a lot more of a pain than attack rolls and saving throws without as many manipulative options) so instead it rerolls a Strength ability check twice and gives you the highest result, allowing it to essentially stack with advantage.

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.

Note: Implemented as is.

Barbarian: Berserker

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.

Note: Implemented as is through an interrupt/reaction.

Barbarian: Wildheart

Totemic Bestial Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Note: All have been implemented largely as is (with the slight renaming of the feature following suit with other name changes) but there are some particulars about most of the choices:

  • Eagle - You gain a temporary spell that grants you the Fly action on the right side of the hotbar. This action's movement resource gets automatically updated whenever you use start raging and whenever you move. However, if your movement ever becomes a decimal like 8.5 (not that it actually will show), the action's range will to be 1 less. This can probably be configured to be "fixed" but its just a visual issue is all.
  • Elk - You gain an action called "Pass Through" that lets you perform a rush maneuver when you're within 2m of another creature on the right side of your hotbar. Due to current system limitations, it's a bit janky in that the maneuver won't actually allow you to move through the creature to the opposite end of them. Instead, it'll prompt the Strength saving throw and the target will gain a status that'll indicate that you can move through their space until the end of your turn but once you do so and move out of their space, you won't be able to do so anymore.
  • Tiger - Currently, it's difficult (possibly impossible?) to implement the movement in a straight line outside of using a Rush type spell action but I'm against that. Instead, I went with a different implementation that applies a status to you that tracks your movement, whether its straight, diagonal or whatever. Once you've moved the necessary 20 feet/6m, you'll gain an interrupt/reaction that is triggered once you make an attack against a creature.
  • Wolf - This simply grants you a interrupt/reaction that lets you trigger the prone effect as a bonus action or you can toggle the ability to automatically apply itself.

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DiZ91891