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Barbarian (Playtest 7)
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<blockquote data-quote="Kobold Stew" data-source="post: 9120417" data-attributes="member: 23484"><p>Initial thoughts on the Playtest 7 Barbarian.</p><p></p><ul> <li data-xf-list-type="ul">Danger sense (now level 2) is decoupled from Feral Instinct (level 7), giving advantage on Dex saving throws. This will stack with Evasion in multiclass builds effectively.</li> <li data-xf-list-type="ul">Primal Knowledge is now bumped to level 3, with the subclass. This was a fantastic addition to PT5, and I'm glad it is still with us. It gives a good range of skills for strength-based character. While I still query why Perception is there, I'm happy to have it, and the move to level 3 will mean it is slightly harder to have a dip into the class to get this: it will still be desirable, but not as much as it was after PT5. (It's a nerf, but an understandable one).</li> <li data-xf-list-type="ul">Brutal critical is dropped from level 11 to level 9, and adds variable damage, using a d12, instead of a flat bonus. It's always fun to roll d12s, and while it's a nerf, it's fine.</li> <li data-xf-list-type="ul">Subclasses: Berserker. Flexing your pecs to make people scream is now a bonus action (level 14).</li> <li data-xf-list-type="ul">Subclasses: Wild Heart. As predicted, the name changed from Totem (following BG3). Abilities at 3, 6, and 14 now have different animal associations, which weakens the story slightly ("I'm a bear-elephant-lion barbarian" is a mouthful.).<ul> <li data-xf-list-type="ul">At level 6 ("Aspect of the Wilds"), you have an option to get a skill proficiency or expertise. Some of the skills (Investigation!) aren't even on the Barbarian list. So while I suspect most will choose stealth or athletics, the option exists to take a background giving investigation and get expertise on it here. That's AWESOME. Meet Sherlock Grog.</li> <li data-xf-list-type="ul">The level 14 abilities are all tweaked. You can rage yourself into continued flight, without always falling. Knocking someone prone isn't automatic, but now has a saving throw.</li> </ul></li> <li data-xf-list-type="ul">Subclasses: World Tree. So the capstone ability of this subclass is something I have wanted in the game for some time, which is a way for an individual to Plane Shift if they are not a primary spellcaster. It's something the Horizon Walker Ranger should have, but doesn't. And here it comes to a level 14 Barbarian, only one level behind when spellcasters get the ability. You might not always get where you want to go, but if a teleportation Circle exists on the plane anywhere, you can get there. That allows for some good story opportunities and character ambitions, even though most games don't get that high. Completely unexpected, but also Awesome.</li> </ul><p>I'm not someone who regularly plays barbarians, but there are good things here that I like, and I think I can imagine using them more now. A Barbarian 3/Rogue X multiclass is very appealing for a Strength-rogue build.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9120417, member: 23484"] Initial thoughts on the Playtest 7 Barbarian. [LIST] [*]Danger sense (now level 2) is decoupled from Feral Instinct (level 7), giving advantage on Dex saving throws. This will stack with Evasion in multiclass builds effectively. [*]Primal Knowledge is now bumped to level 3, with the subclass. This was a fantastic addition to PT5, and I'm glad it is still with us. It gives a good range of skills for strength-based character. While I still query why Perception is there, I'm happy to have it, and the move to level 3 will mean it is slightly harder to have a dip into the class to get this: it will still be desirable, but not as much as it was after PT5. (It's a nerf, but an understandable one). [*]Brutal critical is dropped from level 11 to level 9, and adds variable damage, using a d12, instead of a flat bonus. It's always fun to roll d12s, and while it's a nerf, it's fine. [*]Subclasses: Berserker. Flexing your pecs to make people scream is now a bonus action (level 14). [*]Subclasses: Wild Heart. As predicted, the name changed from Totem (following BG3). Abilities at 3, 6, and 14 now have different animal associations, which weakens the story slightly ("I'm a bear-elephant-lion barbarian" is a mouthful.). [LIST] [*]At level 6 ("Aspect of the Wilds"), you have an option to get a skill proficiency or expertise. Some of the skills (Investigation!) aren't even on the Barbarian list. So while I suspect most will choose stealth or athletics, the option exists to take a background giving investigation and get expertise on it here. That's AWESOME. Meet Sherlock Grog. [*]The level 14 abilities are all tweaked. You can rage yourself into continued flight, without always falling. Knocking someone prone isn't automatic, but now has a saving throw. [/LIST] [*]Subclasses: World Tree. So the capstone ability of this subclass is something I have wanted in the game for some time, which is a way for an individual to Plane Shift if they are not a primary spellcaster. It's something the Horizon Walker Ranger should have, but doesn't. And here it comes to a level 14 Barbarian, only one level behind when spellcasters get the ability. You might not always get where you want to go, but if a teleportation Circle exists on the plane anywhere, you can get there. That allows for some good story opportunities and character ambitions, even though most games don't get that high. Completely unexpected, but also Awesome. [/LIST] I'm not someone who regularly plays barbarians, but there are good things here that I like, and I think I can imagine using them more now. A Barbarian 3/Rogue X multiclass is very appealing for a Strength-rogue build. [/QUOTE]
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