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Graceful Destruction: A Guide to Dex Based Barbarism
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<blockquote data-quote="Yunru" data-source="post: 6701303" data-attributes="member: 6780961"><p>[h=4]Path Features:[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Currently the Barbarian has two paths to choose from: Path of the Berserker, and Path of the Totem Warrior. The Path of the Berserker is straight-foward, but the features it contains are, for the most part, bad. It does, however, have a few redeeming gems. Meanwhile the Path of the Totem Warrior has a lot of choices you can make, resulting in a lot of different builds.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=5]Path of the Berserker:[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'">It's Risk vs. Reward, no doubt about that. But it's also a waiting game. The best feature is the capstone, at level 14. If you can wait that long, the path's very rewarding.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Frenzy: </strong>Exhaustion is bad, very bad. That said, a level of Exhaustion is removed every time you Long Rest. So, provided you've nothing else to do with your bonus actions, feel free to Frenzy the once every day, preferably close to the end of the day so the disadvantage on ability checks doesn't hurt so much. Also it's <span style="color: red"><strong>useless</strong></span> if you've a reliable source of bonus action attacks.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: blue"><strong>Mindless Rage:</strong></span> Not getting controlled is good m'kay? It's a solid ability, even if it's only situationally useful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: darkorchid"><strong>Intimidating Presence:</strong></span> Clearly they were thinking more flavour than mechanics when they wrote this ability. It's a nice, thematic ability... that relies on a stat that's tertiary at best.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: deepskyblue"><strong>Retaliation:</strong></span> This. Just, this. Any time you take damage from an adjacent enemy, you can spend your Reaction (provided you haven't already) to make an attack against them. Don't even need to be raging at the time. Simply wonderful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p>[h=5]<span style="color: deepskyblue">Path of the Totem Warrior:</span>[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'">The Path of the Totem Warrior is all about choice. There are so many options here that five people could all be Totem Warrior Barbarians and they'd still have characters that play differently. Unlike the Berserker, none of the choices are straight up amazing, but (with the exception of fluff features) none of them are bad. Note that the choices are independent at each level: Just because you chose Eagle for Totem Spirit <em>doesn't </em>mean you have to chose it for Aspect of the Beast or Totemic Attunement.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Spirit Seeker: </strong>It's fluff, simple as. Speak with Animals as ritual takes a long time, making it quite situational. It can be thematic to your character though, and sometimes it might be useful.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: blue">Totem Spirit:</span></strong> And here, we. Go:</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <strong><span style="color: deepskyblue">Bear:</span></strong> For those of you who want to tank, and don't feel resistance to just Bludgeoning, Piercing and Slashing damage while raging is enough, why not having resistance to <em>all </em>damage bar psychic, magical or otherwise?</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: deepskyblue"><strong>Wolf:</strong></span> Tag team go! The Wolf Totem gives allies advantage on melee attacks against hostile targets adjacent to you.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: blue"><strong>Eagle:</strong></span> Meet Mr. Nimble. For the bow users among you this or Bear is probably your choice. Dashing as a bonus action gets you into position better, and opponents have disadvantage on attack rolls vs you should you need to disengage. For those of you who don't use ranged attacks, it can still be useful if you want to push through the front lines to get at an opponent's squishies.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: black">Aspect of the Beast:</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: blue"><strong>Eagle:</strong></span> Be the scout you always wanted to be! Probably the best option here as it removes disadvantage due to Dim Light. Good news for all of you without Darkvision. Better news for those who's Darkvision lets you treat Darkness as Dim Light.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: black"><strong>Bear:</strong></span> Be the pack mule you always wanted to be!</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: darkorchic"><strong>Wolf:</strong></span> I can't comment on this one. If you're DM uses the mechanics mentioned it can be a great choice, but casual players probably wont even know said mechanics exist.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Spirit Walker: </strong>Commune with nature as a ritual, see Spirit Seeker above.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong><span style="color: deepskyblue">Totemic Attunement:</span></strong></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong> <span style="color: deepskyblue">Bear:</span></strong> A real incentive for enemies nearby to attack you. Perfect for those trying to be the party defender.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: deepskyblue"><strong>Eagle:</strong></span> See Eagle Totem Spirit, only with flying. Not that that's a bad thing.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"> <span style="color: blue"><strong>Wolf:</strong></span> Melee only, so blue. But if you are a melee character... Bonus action, knock prone. No saves, no checks. Only restriction is large or smaller and you have to hit it. Prone does a number on flying enemies, and offers advantage to any attack within five feet.</span></span></p></blockquote><p></p>
[QUOTE="Yunru, post: 6701303, member: 6780961"] [h=4]Path Features:[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Currently the Barbarian has two paths to choose from: Path of the Berserker, and Path of the Totem Warrior. The Path of the Berserker is straight-foward, but the features it contains are, for the most part, bad. It does, however, have a few redeeming gems. Meanwhile the Path of the Totem Warrior has a lot of choices you can make, resulting in a lot of different builds.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=5]Path of the Berserker:[/h][COLOR=#333333][FONT=Open Sans]It's Risk vs. Reward, no doubt about that. But it's also a waiting game. The best feature is the capstone, at level 14. If you can wait that long, the path's very rewarding.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Frenzy: [/B]Exhaustion is bad, very bad. That said, a level of Exhaustion is removed every time you Long Rest. So, provided you've nothing else to do with your bonus actions, feel free to Frenzy the once every day, preferably close to the end of the day so the disadvantage on ability checks doesn't hurt so much. Also it's [color=red][B]useless[/B][/color] if you've a reliable source of bonus action attacks.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][color=blue][B]Mindless Rage:[/B][/color] Not getting controlled is good m'kay? It's a solid ability, even if it's only situationally useful.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][color=darkorchid][b]Intimidating Presence:[/b][/color] Clearly they were thinking more flavour than mechanics when they wrote this ability. It's a nice, thematic ability... that relies on a stat that's tertiary at best.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][color=deepskyblue][b]Retaliation:[/b][/color] This. Just, this. Any time you take damage from an adjacent enemy, you can spend your Reaction (provided you haven't already) to make an attack against them. Don't even need to be raging at the time. Simply wonderful.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=5][color=deepskyblue]Path of the Totem Warrior:[/color][/h][COLOR=#333333][FONT=Open Sans]The Path of the Totem Warrior is all about choice. There are so many options here that five people could all be Totem Warrior Barbarians and they'd still have characters that play differently. Unlike the Berserker, none of the choices are straight up amazing, but (with the exception of fluff features) none of them are bad. Note that the choices are independent at each level: Just because you chose Eagle for Totem Spirit [I]doesn't [/I]mean you have to chose it for Aspect of the Beast or Totemic Attunement.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Spirit Seeker: [/B]It's fluff, simple as. Speak with Animals as ritual takes a long time, making it quite situational. It can be thematic to your character though, and sometimes it might be useful.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][color=blue]Totem Spirit:[/color][/B] And here, we. Go:[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [B][color=deepskyblue]Bear:[/color][/B] For those of you who want to tank, and don't feel resistance to just Bludgeoning, Piercing and Slashing damage while raging is enough, why not having resistance to [I]all [/I]damage bar psychic, magical or otherwise?[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=deepskyblue][b]Wolf:[/b][/color] Tag team go! The Wolf Totem gives allies advantage on melee attacks against hostile targets adjacent to you.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=blue][b]Eagle:[/b][/color] Meet Mr. Nimble. For the bow users among you this or Bear is probably your choice. Dashing as a bonus action gets you into position better, and opponents have disadvantage on attack rolls vs you should you need to disengage. For those of you who don't use ranged attacks, it can still be useful if you want to push through the front lines to get at an opponent's squishies.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][color=black]Aspect of the Beast:[/color][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=blue][B]Eagle:[/B][/color] Be the scout you always wanted to be! Probably the best option here as it removes disadvantage due to Dim Light. Good news for all of you without Darkvision. Better news for those who's Darkvision lets you treat Darkness as Dim Light.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=black][b]Bear:[/b][/color] Be the pack mule you always wanted to be![/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=darkorchic][b]Wolf:[/b][/color] I can't comment on this one. If you're DM uses the mechanics mentioned it can be a great choice, but casual players probably wont even know said mechanics exist.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B]Spirit Walker: [/B]Commune with nature as a ritual, see Spirit Seeker above.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B][color=deepskyblue]Totemic Attunement:[/color][/B][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][B] [color=deepskyblue]Bear:[/color][/B] A real incentive for enemies nearby to attack you. Perfect for those trying to be the party defender.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=deepskyblue][B]Eagle:[/B][/color] See Eagle Totem Spirit, only with flying. Not that that's a bad thing.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [color=blue][B]Wolf:[/B][/color] Melee only, so blue. But if you are a melee character... Bonus action, knock prone. No saves, no checks. Only restriction is large or smaller and you have to hit it. Prone does a number on flying enemies, and offers advantage to any attack within five feet.[/FONT][/COLOR] [/QUOTE]
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