D&D 5E Berserker - How does it really compare to Totem Warrior?

I realize that people have various preferred role-playing styles, and value different non-mechanical aspects of characters. This isn't a thread about that. This is intended to be a thread about raw, by the book, standard assumptions, subclass effectiveness comparisons.

What I'm wanting to know is what the consensus is about how much weaker Berserker is than Totem Warrior, and what sort of change would be too much. I'm looking for some sort of extremely simple change I can make to the Frenzy feature which will make me happy about the balance. Something that involves one, or at most two, straightforward house rules. The kind of things that fit in a single sentence. That's just how I like to roll when I house rule.

For instance, the simplest house rule is just to eliminate the exhaustion from frenzy. Period. It doesn't get any simpler than that. But does that make it too good? Beats me. That's what this thread is for.

Here is my inconclusive analysis so far. I'm starting with standard assumptions of a 6-8 encounter, 2 short rest adventuring day. Based on what I've experienced and what I hear from others, I'm going to say most combats run 3 rounds (we might push that to 4 for purposes of raging combats). I'm also planning with what I see as the easiest to compare Totem Warrior features, where possible. This generally means I'm going for offensive combat features.

6th Level (we'll hold 3rd for the end)
Berserker – Immune to charmed and frightened while raging; suppressed if already active.
Totem Warrior (Eagle) – Dim light doesn't impose disadvantage on Wis (Perception).

10th Level
Berserker – Use actions to possibly frighten someone and keep them frightened for a short time, then they are immune for the rest of the day.
Totem WarriorCommune with nature as a ritual.

14th Level
Berserker – Reaction to attack adjacent creature that damages you.
Totem Warrior (Wolf) – Use bonus action to automatically knock Large or smaller creature prone when you hit it in melee.

At 6th level, the Berserker seems to come out ahead. They get a nice situational combat feature, vs. the Eagle Warrior being less likely to be surprised in the dark (which isn't a bad feature either).

At 10th level, I think the Totem Warrior is the clear winner. While commune with nature isn't the best divination in the book, it provides some good utility. The Berserker's feature, on the other hand, doesn't even make sense. When the heck would you even want to use that? (Rhetorical question—we can all think of corner cases.) In general, the Berserker is the one who wants to get up in the bad guy's face—not keep him away.

At 14th Level, they both come out with some nice options. I'd say it's a very good balance at this level.

So, if you just look at those levels, they seem more or less balanced. You can't really compare those level mathematically, but it feels like a good fit. That means we can ignore those levels and focus entirely on the features granted at 3rd level (and their continued relevance as the character levels).

3rd Level
Berserker – When entering a rage, choose to gain ability to use bonus actions on subsequent turns to make a single additional attack—then gain a level of Exhaustion at end of rage.
Totem Warrior (Wolf) – Flanking allies gain advantage on melee attacks against your foes. Plus, you gain the ability to cast beast sense and speak with animals as rituals.

If I'm interpreting this correctly, a Berserker is supposed to be the more straightforward aggressive combat-oriented barbarian, while Totem Warrior is supposed to have some more utility. Which implies the Berserker should be, overall, better in the combat pillar—especially in the offense department.

So let's start with Totem Warrior (Wolf). I don't know about others, but in games that I play there are pretty much always 2 people in melee, and usually at least one more there part of the time. Unless my experience is extremely atypical, I'm going to assume the Wolf Warrior will have 1.5 allies who will take advantage of the advantage he grants them.

Let's be highly conservative and assume each of those allies is wielding a single d8 weapon. We will give them Extra Attack at appropriate levels.

So at levels 3-4ish, the Totem Warrior is providing advantage to about 13.5 melee attacks (not counting his own). 6th-11ish we can assume more like 36 melee attacks; and then maxing out at level 17+ at about 54 melee attacks. That's a lot of advantage going around.(1) And the stronger the melee abilities of the Totem Warrior's allies are, the better this gets. Conversely, with fewer or weaker allies it gets worse.

On to Berserker. Ignoring for the moment that fact that more than one level of Exhaustion means you will stay penalized for days (campaign dependant, but makes the penalty significantly worse for any campaign with back to back adventuring days), we'll focus just on the comparison during a self-contained standard adventuring day.

First off, lets address Exhaustion up-front, and then get into the day.
Level 1 – Disadvantage on ability checks. That means initiative. That causes an indirect but real reduction in your damage output. It also means you can't grapple, shove, or trip as well. That's just the combat effects. In the exploration pillar, you are now no longer the strong guy/gal in the group. The character with Strength 10 is the better choice than you for feats of strength for the rest of the day (at least). While you gain a Strength check advantage while raging, and an initiative check advantage at 7th level, that means exactly squat for this penalty. If you didn't have the penalty, you would have advantage, rather than just not having disadvantage. It's a major penalty.
Level 2 – Speed halved. This indirectly reduces your damage, because you can't get yourself where you want to be in melee as easily. It also slows down the rest of the party in exploration—possibly including cross-country travel (DM's ruling on that). The party is going to hate you if they have to flee…or just leave you behind.
Level 3 – Disadvantage on attacks and saves. Okay, this is where pretty much everyone agrees it has gone way, way too far. You've already used three of your rages, and now you can't even fight at your expected level unless you rage again (hopefully not a frenzy!) So this is something you are just not going to use unless you think it is the last fight of the adventuring day.

Being generous to the Berserker, I'm going to assume he uses his Frenzy 3 times per adventuring day—saving the last one for the last fight. More likely he'd use it 2.5 times, because he wouldn't want to end up using the last one too soon and be stuck with the consequences, but I'm trying to be generous.

Each frenzy will give him approximately 2 attacks (since they won't do anything on his first turn, and we are assuming 3 round battles). They will, however probably have advantage, which is important for comparison purposes. What we end up with is the Berserker getting approximately 6 extra raging attacks with advantage per adventuring day. Granted, he is a raging barbarian, so those are really good attacks.

To compare:
Totem Warrior – Advantage on 13.5 to 54 allied good melee attacks, with zero downside.
Berserker – 6 extra raging really good attacks with advantage, at the cost of all of the exhaustion combat and exploration penalties addressed above.

Increasing the assume average length of combat has little substantial effect because both subclasses benefit from it.

Even without the exhaustion at all, it seems like the Berserker is getting the short end of the stick here. At levels 3-4ish, the Berserker is probably better than the Totem Warrior if you don't take into account the drawbacks. But after that the Totem Warrior continues to climb higher and higher above him.

If we make it even more favorable to the Berserker by dropping the Totem Warrior down to one ally and increasing the length of an average combat to 5 rounds, we end up with Totem Warrior at 15 to 60 allied attacks with advantage and Berserker at 12 extra raging attacks with advantage. If we assume that advantage on a non-barbarian's attack is worth about half a "comparison attack", and a barbarian's raging advantaged attack is worth 2 "comparison attacks"(2), then this puts the Berserker ahead at low levels, then sliding into a rough equivalency at mid to high levels, with Totem Warrior pulling clearly ahead after 17th level.
So is that the trick? Berserker assumes they get 12 extra attacks per day, aren't playing at high level, don't care about the exploration penalties for Exhaustion, and...I don't think that is doing it.

Now granted, the way 5e works no class is supposed to be so incredible that it blows everything similar out of the water. Also, personal damage is rated more highly than indirect damage caused by assisting allies. So we would expect that a properly functioning Berserker should only be a little better than the best Totem Warrior in daily damage output.

I don't know. Maybe replacing Exhaustion with damage akin to the Evoker's Overchannel feature would do the trick.

Thoughts? (Note: I'm not on here with my mind made up to remove the exhaustion penalty just trying to get support. I'm on here because I'm not sure my conclusions are correct and I don't want to inadvertently over-correct for the problem.)


(1) I honestly suck at advantage math. I'm not going to try to figure out how much damage that would add up to because it involves too many considerations. We'd have to guess at the average chance to hit a monster at various levels, etc.
(2) Which is probably too high, given that they start suffering the combat penalties for exhaustion after their first usage.
 

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Valetudo

Adventurer
Ive seen quite a few beserkers in action and they work fine. Decent dpr and tough. They cant really tank but thats something my players have learned to live without in 5th.
 


AaronOfBarbaria

Adventurer
...standard assumptions...
The issue here is that the standard assumption of 5th edition is that there really aren't that many assumptions that are truly standard.

It's impossible to compare a subclass to another subclass in any useful fashion if you aren't filling in the exact assumptions of a particular campaign, because those details can be varied to such a degree as to be comparing one feature that effectively doesn't do anything at all to a feature that is constantly an outstanding benefit (specific example: the bear totem resistance to all damage except psychic damage vs. the berserker frenzy bonus attack in a campaign that tends toward a single tough encounter per long rest but only uses enemies that inflict bludgeoning, piercing, and slashing damage - makes the bear totem feature have no-impact at all, and is the prime circumstance for the frenzy bonus because the downside is minimized).

So I'll just say that I've seen both sub-classes of barbarian in play in different campaigns, and have seen that both performed well enough that everyone at the table enjoyed their presence, but not so well that anyone became annoyed by or jealous of the character.
 

Mathias Severin

First Post
We have a Bear Totem Barbarian in my group. He has basically dominated the game from level 1 to 10. Deals insane amounts of damage, basically has twice as many hp as everybody else (because Bear rage makes him resistant to everything except Psychic).
GWM, Luck and Sentinel means he dishes out 50 to 100 damage a round and can re-roll saves like it's nobody's business.

I could never see the berserker come near him in power. Bear Totem is insane.
 

Gardens & Goblins

First Post
We run it by embracing the fluff statement in the PHB:

"Most barbarian tribes consider a totem animal to be
kin to a particular clan. In such cases, it is unusual for
an individual to have more than one totem animal spirit,
though exceptions exist.
"

..where we have edited out the lighter grey text. Each tribe has a totem, that's the path the barbarian follows. Has worked very well thematically and our players cannot cherry pick the best combos each time.
 

Ahglock

First Post
It really goes to heck when you have back to back adventuring days. But I think one of the big issues with frenzy outside the exhaustion is its a bonus attack and there are lots of ways to gain bonus attacks if feats are a option on the table. It also basically forces you out of two weapon style which you may just like.

But feat wise
great weapon master generates a lot of bonus attacks and this feat seems made for a berserker.
Pole arm master bonus attack though just at d4 damage
Shield master bonus attack for knock down.
Tavern brawler bonus attack for grapple.(and yes I took this on my barbarian)
And I'm sure there are spells and other classes that can grant them to you.

I guess you get to ignore those feats more easily and go pure attribute boosts? But it's a feature you use limited times per day and in those fights the gain is mostly replicated by a feat. It's not that great.

But you can freely ignore it and still be fine.
 


Ashrym

Legend
The bear totem has been completely blown out of proportion as has the berserker exhaustion.

The limited number of rages per day means that the bear totem damage resistance isn't available more often than the standard damage resistance berserkers still. In my experience, the more common types of attacks regular rage resist make it good enough compared to the situational additional resistance. Charm and fear immunity while raging that all berserkers get at 6th level is worthwhile as a comparable situational protection that totem barbarians have as a choice. Bear totem damage resistance is good but not necessarily better than regular resistance plus immunities when either is situational.

Intimidating presence is okay even if the DC tends to be lower than spells because of the CHA based DC but keying off a WIS save helps.

Retaliation is good. Opponents are either restricted in attacking the barbarian or the barbarian damage goes up.

Frenzy is the ability that comes under fire but it's an active choice ability. The berserker can still rage without going into a frenzy and have his or her other benefits. One level of exhaustion (which isn't that penalizing) that will disappear after one long rest indicates it's meant to be used as a daily ability in the final battle. Somehow adding the options of using the ability outside of the final battle and/or multiple times per day to add some additional flexibility at a cost turned the basic concept from useful to poor in some eyes. Just following the intent and ignoring the additional options beyond one use in the end fight preserves it's value.

There's a flaw in logic by detractors based on sense of entitlement and thinking that just because something can be used more often it should be usable more often, which is assumptive. The ability is similar in concept to overchannel.
 


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