BookBarbarian
Expert Long Rester
That is an interesting idea. It does get a little bit complicated though if you are a halfling Barbarian of the Hulk, but nothing insurmountable.
Right that does complicate things.
That is an interesting idea. It does get a little bit complicated though if you are a halfling Barbarian of the Hulk, but nothing insurmountable.
Good goal.So this definitely hits on something. Barbarians already get advantage on strength checks and saving throws. The advantage of enlarge is how it affects certain kinds of forced movement and grapple effects, and it also effects the amount of weight you can carrying. Enlarge as a spell also offers the additional d4 damage, whereas I believe large creatures deal double the damage dice for a given type of weapon (though as you pointed out, the weapons wouldn't also grow for a barbarian of this archetype). So gaining something like the enlarge spell is decent, I feel that it is also not quite enough by itself. It also gets finicky because I want to create a barbarian that has incentive to go unarmed, but can also have benefits to someone that wishes to continue using weapons.
I think you don't want to do this -- do other subclasses overlap with feats? I don't think so (except in cases like Magic Initiate and skilled, where it's not doubling-up abilities. You want a design that works whether or not the player chooses to take the GWM feat.I actually quite like this idea. As I think about the idea of incorporating Great Weapon Master into the design, it doesn't really fit.
Well said. The only characters I have seen affected meaningfully in a game with exhaustion are Barbarians.Personally, I hate the idea of exhaustion or having a significant cost to using a class ability. I think only the Berserker barbarian has such a cost attached to a class ability. Every other ability is limited by rest, resource cost, or action economy. From my perspective, this should be maintained. A player shouldn't be punished for using their class abilities. At least that's my perspective.
TO that end, what if damage was 2d6+STR+RAGE. (d6 for fist, doubled for large, with normal bonuses). That's quite a bit, but still comparable to what a non-enlarged barb does with a heavy weapon. (or, if using normal weapons, WEAP+d4+STR+RAGE).
What it doesn't account for is (a) multi-classing with monk, and (b) coming across large-size weapons. SO it would need refining.
But bonus action for an extra attack to my mind still steps on monk abilities.
Level 3: I think it should be just 1 size larger rather than automatically Large. The thought of a gnome barbarian raging and becoming 6 feet tall is slightly terrifying. The gnome barbarian becoming Large is a bit weird. The rest looks fairly good.
Level 6: There should be an option for a bonus action Grapple/Shove somewhere around here or level 10. One of my favorite things with my Tavern Brawler hulk was to grapple and then shove prone followed by ground pounding. It honestly goes a long way toward not needing the weapon damage to be as high because it helps hulk and all the other melee characters.
Level 10: I understand what you are trying to do, but this is the one I like the least. I just do not think it will be very useful in play. It seems more like a Background feature.
Level 14: I think that it should be mentioned that you are proficient in using grappled creatures as weapons so that the proficiency bonus is included, and the creature has a weapon die that is based on its NPC hit die (small creatures d6, mediume d8, etc.). The distance for throwing creatures smaller than you seems a bit limited and probably should be more like 20 ft./60 ft while a creature your size or one size larger can only be thrown and has a range of 0 ft. / 20 ft. (always disadvantage). Hitting a creature with another creature as a melee or ranged attack should do the same damage to both the thrown and target creatures. It may also work to decouple this from raging so that a medium PC can still smash around a small creature.
My issue with doing it that way is that it gives greater incentive to medium sized races and makes it less appealing to small characters. There is a clear advantage to being Large versus Medium when it comes to grapple and forced movement effects. Plus it also just feels cooler. Additionally, it places a limit on small characters once they get their capstone. Personally, I like to keep mechanics even across races as much as possible outside of stat adjustments.
I don't think there's enough design space to include both Jump and the Shove bonus action. Berserker Barbarians gain Mindless Rage, Totem Barbarians can carrying stuff like someone one size larger and get advantage on checks to break things, and Battleragers get temp HP when taking a very specific type of action while raging. Plus I don't necessarily see this path as the master grappler. Hulk doesn't usually wrestle. He hits you, throws you, tears you apart, but rarely does he have the restraint necessary to grapple someone when bashing and smashing are also options.
The level 10 abilities for Barbarian Paths are essentially ribbon abilities, and usually aimed at either exploration or interaction rather than combat. I couldn't think of a better ribbon ability that worked with the theme, so I went with this one.
I don't think there needs to be mention of adding proficiency to the attack, since it is specified that it is a special type of unarmed strike. Also, I don't like the idea of a player wielding enemies as weapons. Tossed projectiles that might happen to hit other targets, maybe. But holding an enemy and using them as a bat? Nah. At least, that's not my style.
Personally, I don't think the range should be set or the target be treated as normal projectiles. The distance is varied to reflect that this is a living projectile that may be resisting. And it shouldn't be a guarantee that the raging hulk barbarian can toss the evil wizard into that chasm 30ft away.
And the damage should be standardized based around falling damage, rather than using the target's hit die. This way it doesn't require the DM to calculate or to share with the players the type of HD the enemies are using.
As for coupling it with rage, I think this is an ability that can only be done while raging. Assuming a large creature with 18 strength, their push, lift, or drag limit is 1,080 pounds. That may seem like a lot, but that is dead weight and you are just lifting it, not tossing it. When you factor in that this is a creature that may be actively fighting you and that you are trying to toss, that is not enough.
As an example, weighing 230 lbs as a track athlete with specialized training with a specific throwing technique, I could toss a 16 lb metal ball about 45 ft. That is about 7% my body weight, not fighting me outside its own inertia, with a specialized technique under perfect conditions. To scale that up, in order to toss a 230lb adventurer (who is not struggling and just dead weight) that far, a creature would need to weigh about 3,300 lbs, or twice as much as a 230lb adventurer that has grown to large size (since a creature's weight increases x8 when using the enlarge spell).
So even with a larger body size and near maxed strength, throwing someone any worthwhile distance is a feat of strength that can only be accomplished by someone raging with their adrenaline pumping hard.
If that is the case, then this might be treated a little more like a polymorph rather than an enlarge. So a creature transforms into a hulk rather than "hulks up". This would mean that large creatures do not gain a size, and the bonus damage should not be increased for a large PC. It also makes the reasoning for a higher damage die for unarmed strikes easier. I think this might also be a good place to include proficiency with improvised weapons.
The bonus action grapple / shove is as much for grabbing and repeatedly punching an enemy as it is for setting up attacks and throws with a modified level 14 feature. It may be more interesting to have jump become the level 10 ribbon ability.
I guess I was visualizing something different. Rereading the level 14 feature, I understand it now to be that he basically hits them and they go flying. I was thinking about how the hulk uses enemies that are smaller effortlessly as weapons.
https://www.youtube.com/watch?v=31ZjnrHR8EA
This would tie in well with a bonus action grapple. Once the hulk has a creature that is smaller, its resisting amounts to trying to escape the grapple or fighting back with a weapon or spell, but it is not really stopping any use of its body as a weapon. If any enemies had been nearby in the previous clip, Loki's body could have been used to pulverize them. This is also why I suggested that smaller creatures have a fixed distance rather than a die roll. The hulk has no problem throwing a medium creature like a baseball, and 60 feet seems very feasible. The downside of missing with a ranged attack roll is that the thrown PC takes a minimal amount of damage. Taking the feature as written to an extreme, it seems odd that there would be a chance that he can only throw a gnome or cat between 5 and 30 feet. Allowing smaller creatures to be used as improvised weapons would tie in nicely with granting proficiency in improvised weapons at level 3.
Well I say in the description that anyone of large size or larger increases in size by one category. There are no large or larger sized PC races, but it's in there in case someone wants to run a monstrous player campaign or if anyone makes a large PC race. Also, I think it's still appropriate to increase the damage by the same amount, regardless of the player's original starting size. You can picture it as a polymorph effect, an enlarge effect, or however. That's all just flavor, mechanics are mechanics. I tend to prefer to standardize a class so that it works similarly regardless of the starting race used. But that's just the way I think and work out homebrew mechanics with 5e.
As for improvised weapon proficiency, I don't know. I see how it fits, but I don't personally like the idea. That's just me though. I see this archetype as being able to still benefit from Tavern Brawler, rather than this archetype replacing the need to take Tavern Brawler.
I suppose that's a viable option. But like I said above, I don't think this archetype replaces the need to take Tavern Brawler, but can still be enhanced by it. I tried to incorporate Great Weapon Master in here, and it really limited what this archetype could be, so I ditched that.
I can see your side of it, but I guess it seems a little silly, even for D&D standards, to use enemies as clubs. It also creates a headache for the DM, because then you have to take into account that one enemy will usually be removed from the combat and used as a weapon. Then adjudicating how that enemy responds, how long that kind of grapple can be maintained, and knowing that the player is always going to find an excuse to use this ability... I see it being fun at first but quickly becoming annoying. This way it's more like a modified repelling blast than a whole new fighting mechanic.
And I apologize, I'm not trying to discourage or discount your ideas. They are certainly viable and have merit. I just see things a bit differently.