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Barbarian Archetype: Path of the Hulk
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<blockquote data-quote="Hawk Diesel" data-source="post: 7259020" data-attributes="member: 59848"><p>So I've considered some of the feedback presented and have adjusted the archetype accordingly. </p><p></p><p><strong>Path of the Hulk</strong></p><p>Barbarians that follow this path do not just channel their rage, they become avatars of uncontrolled anger and wrath. Most barbarians that follow this path have experienced an incredible trauma that opened the gates within their souls, allowing their rage to physically change their bodies into potent weapons, ensuring they will never be victims again. Barbarians of the Hulk usually change in some noticeable way when they rage. Some may change color, get slightly bigger, grow horns or have their hands become savage clubs. Regardless of the type of change, the manner of the change is purely cosmetic and has no mechanical impact.</p><p></p><p><strong>Hulk Smash</strong></p><p>Starting when you choose this path at 3rd level, your fists become brutal weapons, becoming larger with sharp, bony protrusions growing from the knuckles. Your unarmed attacks now deal 1d6 bludgeoning damage. If you are not carrying weapons or using a shield, your unarmed attacks add double your rage damage while raging.</p><p></p><p><em>Reasoning:</em> I know this may upset some, allowing a barbarian to get unarmed strike damage that is higher than a monk. However, it doesn't improve over time as the monk's does, and makes it competitive with heavier weapons. </p><p></p><p>Based on average damage, I calculate that the difference between the unarmed strike and a greatsword is 1 point (in favor of the greatsword). This assumes that the Barbarian of the Hulk is raging, not using a shield and gaining double rage damage with a 16 strength against a non-Hulk raging barbarian with 16 strength using a greatsword. By level 20, the difference changes in that based on average damage the unarmed Hulk Barbarian is better by 1 point. Unarmed damage will be more consistent, but barbarians using weapons will have higher damage potential and have better damage dice to use for Brutal Critical.</p><p></p><p><strong>Hulk Bash</strong></p><p>Beginning at 3rd level, when you enter rage you grow more massive and your muscles bulge. Regardless of your starting size, you become large. Barbarians of the Hulk that are already large sized grow one size category larger (included just in case a large sized player race is ever created). If there isn’t enough room for you to grow to your new size, you attain the maximum possible size in the space available. As a result of your new size and strength, while raging you deal an additional 1d4 damage when you successfully strike with a melee attack. This damage is of the same type as made by the melee attack.</p><p></p><p><em>Reasoning:</em> The unarmed attack isn't enough for a 3rd level ability (especially if the barbarian chooses to use weapons). And an enlarge effect is not enough by itself to use as a 3rd level ability (since the barbarian already gains advantage on strength checks and saves while raging). But the additional d4 damage, the unarmed strike, and the potential benefits of being large sized with grapple/forced movement scenarios... well I think combined it makes for a nice starting package for the archetype.</p><p></p><p><strong>Prodigious Leap</strong></p><p>Beginning at 6th level, you can leap much farther than normal. You normal jump distance is doubled. While raging, your normal jump distance is tripled. </p><p></p><p><em>Reasoning:</em> It was suggested, and I liked it. Seems consistent in power level with other 6th level barbarian archetype abilities.</p><p></p><p><strong>Haunted Homing Sense</strong></p><p>Beginning at 10th level, you always know how to return to the place where you experienced the trauma that defines your rage. As long as you are on the same plane of existence where the trauma occurred, you instinctively know which direction it is relative to you, and the approximate distance from you.</p><p></p><p><em>Reasoning:</em> Level 10 for barbarian archetypes seems to often be more related to exploration or a ribbon ability. I thought this fit that approach while keeping the Hulk theme in there (in the comics the Hulk always knows how to return to the spot of the original gamma bomb blast that changed him).</p><p></p><p><strong>Hulk is the Strongest There Is!</strong></p><p>Starting at 14th level, you are capable of throwing enemies about the battlefield as living projectiles. While raging with at least one free hand, you can use your action to make a special unarmed strike against a chosen target and throw them. The target cannot be larger than one size category larger than you. If successful, you throw them in a direction of your choosing. The target is thrown a distance equal to 1d6 times 5', and for each 5' the target takes 1d6 damage. The target is allowed a Dexterity Saving throw (DC 8 + proficiency + Strength mod) to avoid landing prone. If the target lands in a space occupied by another creature, that creature must also make a Dexterity Saving throw or take the same damage and be knocked Prone.</p><p></p><p>You have disadvantage on this attack if the target is one size category larger than you. You have advantage on this attack if the target is small size or smaller.</p><p></p><p><em>Reasoning:</em> I really liked the idea suggested to throw people. It allows a barbarian to not only be a frontline fighter, but offers some battlefield control as well.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7259020, member: 59848"] So I've considered some of the feedback presented and have adjusted the archetype accordingly. [B]Path of the Hulk[/B] Barbarians that follow this path do not just channel their rage, they become avatars of uncontrolled anger and wrath. Most barbarians that follow this path have experienced an incredible trauma that opened the gates within their souls, allowing their rage to physically change their bodies into potent weapons, ensuring they will never be victims again. Barbarians of the Hulk usually change in some noticeable way when they rage. Some may change color, get slightly bigger, grow horns or have their hands become savage clubs. Regardless of the type of change, the manner of the change is purely cosmetic and has no mechanical impact. [B]Hulk Smash[/B] Starting when you choose this path at 3rd level, your fists become brutal weapons, becoming larger with sharp, bony protrusions growing from the knuckles. Your unarmed attacks now deal 1d6 bludgeoning damage. If you are not carrying weapons or using a shield, your unarmed attacks add double your rage damage while raging. [I]Reasoning:[/I] I know this may upset some, allowing a barbarian to get unarmed strike damage that is higher than a monk. However, it doesn't improve over time as the monk's does, and makes it competitive with heavier weapons. Based on average damage, I calculate that the difference between the unarmed strike and a greatsword is 1 point (in favor of the greatsword). This assumes that the Barbarian of the Hulk is raging, not using a shield and gaining double rage damage with a 16 strength against a non-Hulk raging barbarian with 16 strength using a greatsword. By level 20, the difference changes in that based on average damage the unarmed Hulk Barbarian is better by 1 point. Unarmed damage will be more consistent, but barbarians using weapons will have higher damage potential and have better damage dice to use for Brutal Critical. [B]Hulk Bash[/B] Beginning at 3rd level, when you enter rage you grow more massive and your muscles bulge. Regardless of your starting size, you become large. Barbarians of the Hulk that are already large sized grow one size category larger (included just in case a large sized player race is ever created). If there isn’t enough room for you to grow to your new size, you attain the maximum possible size in the space available. As a result of your new size and strength, while raging you deal an additional 1d4 damage when you successfully strike with a melee attack. This damage is of the same type as made by the melee attack. [I]Reasoning:[/I] The unarmed attack isn't enough for a 3rd level ability (especially if the barbarian chooses to use weapons). And an enlarge effect is not enough by itself to use as a 3rd level ability (since the barbarian already gains advantage on strength checks and saves while raging). But the additional d4 damage, the unarmed strike, and the potential benefits of being large sized with grapple/forced movement scenarios... well I think combined it makes for a nice starting package for the archetype. [B]Prodigious Leap[/B] Beginning at 6th level, you can leap much farther than normal. You normal jump distance is doubled. While raging, your normal jump distance is tripled. [I]Reasoning:[/I] It was suggested, and I liked it. Seems consistent in power level with other 6th level barbarian archetype abilities. [B]Haunted Homing Sense[/B] Beginning at 10th level, you always know how to return to the place where you experienced the trauma that defines your rage. As long as you are on the same plane of existence where the trauma occurred, you instinctively know which direction it is relative to you, and the approximate distance from you. [I]Reasoning:[/I] Level 10 for barbarian archetypes seems to often be more related to exploration or a ribbon ability. I thought this fit that approach while keeping the Hulk theme in there (in the comics the Hulk always knows how to return to the spot of the original gamma bomb blast that changed him). [B]Hulk is the Strongest There Is![/B] Starting at 14th level, you are capable of throwing enemies about the battlefield as living projectiles. While raging with at least one free hand, you can use your action to make a special unarmed strike against a chosen target and throw them. The target cannot be larger than one size category larger than you. If successful, you throw them in a direction of your choosing. The target is thrown a distance equal to 1d6 times 5', and for each 5' the target takes 1d6 damage. The target is allowed a Dexterity Saving throw (DC 8 + proficiency + Strength mod) to avoid landing prone. If the target lands in a space occupied by another creature, that creature must also make a Dexterity Saving throw or take the same damage and be knocked Prone. You have disadvantage on this attack if the target is one size category larger than you. You have advantage on this attack if the target is small size or smaller. [I]Reasoning:[/I] I really liked the idea suggested to throw people. It allows a barbarian to not only be a frontline fighter, but offers some battlefield control as well. [/QUOTE]
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