D&D 5E (2024) Strategies and Tactics Barbarian (2024)

For any barbarian from 1 to 4. But always for Beserker.

Level 1 to 4
Greatsword is 2d6 + rage
Nick is 1d6 + 1d6 + l 2 rage
=+ rage damage (+ 2d6 for Beserker)
I agree with level 1-3 if we are just counting single target damage. Cleave is likely much better at this stage for damage, though it can be a bit DM dependent on how they position their enemies. You also lose out on useful Masteries like topple that don't up your damage, but instead increase your Battlefield control and possibly aid your allies damage.

Level 4 with feats like GWM, PAM, Sentinel that all can give extra attacks, I think it's much harder to say this. So much will be assumption based that i don't think the question can be definitively answered.

Level 5+
Greatsword is 4d6+2 rage
Nick is 3d6+ 3 rage
= so your down 1d6 weapon damage, but up a rage damage
For levels 5-8 that puts the Nick Barbarian down .5 damage (not to mention feat options acquired at level 4).

(+2d6 for Beserker).
That's a 1 time per turn ability, that already has nearly a 100% hit rate with 2 reckless attacks. The third attack does add a bit of accuracy here +2.2% assuming 60% base chance to hit. That's not enough to make up for the 0.5 gap.

That said, for all intents and purposes they are dead even from 5+ without feats. It's just feats likely favor the non-dual wield barbarian.
 

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I particularly like shields on Berserker and Zealot. The built in subclass damage bonuses pair well with the extra AC, even when reckless attacking. The combination of Beserker+Shield+Reckless+Sap+Sentinel would be a sight to behold, especially at level 3.


Halbred has Cleave not Push. I assume you mean Pike? I think Push is one of the best masteries for most Barbarians and reach is always nice but I'm not as sure about either for a World Tree Barbarian.

To me the World Tree Barbarian would benefit more from Topple. Assuming all goes right. And even if it's speed doesn't get set to 0 the enemy likely can't get more than 30ft from you from prone, so you will likely have another chance to do it again the next turn.

Turn 1: Reckless + Topple. Reaction to set enemies speed to 0 preventing it from getting up. This also gives the enemy disadvantage against you (normal since you reckless attacked this turn).

Turn 2: Continue to attack the prone enemy (no reckless attack needed). This keeps you have advantage and the enemy having disadvantage against you as long as the enemy continues to fail their save for your reaction speed 0 ability.

Turn 3: repeat this process

By all means have a push weapon as well, but for your bread and butter I really think topple is where it's at for World Tree. Maul and GWM for your feat seems ideal to me. Though Shield Mastery deserves honorable mention.

I probably should add a section on the combo of Topple and the Branches of the Tree ability.


I get the feeling you don't value defense very much :) The vex tactic is certainly a defensive concept for a Barbarian. It's a way to reckless attack less so the enemy doesn't attack you with advantage so often. I'd probably pair it with a subclass that grants extra damage.

I agree. I probably need to talk about some of the ones I consider weaker as well. They still have their use cases.

Polearm Master doesn't seem to be adding much to that combo. It's reaction attack is no longer classified as an OA and so doesn't reduce speed to 0 with Sentinel. I think you mostly want to either do Sentinel OR Polearm Master now.


World Tree and Sentinel also compete for the same reaction which is too much anti-synergy for me. For World Tree I think prone is going to be your better status effect to combo. So either Topple Mastery or Shield Master Feat IMO.

GWM + Maul is probably the #1 combo with him for me.

Though something like using the forced teleport to position enemies for a nice Cleave attack and knocking prone with shield mastery seems solid for him too. I think weapon swapping here could be highly effective. I probably need a section around that (though I hate the rules around it are so murky at the moment).


Yea, to me it would be the primary reason to be a World Tree. I'm curious on your experience with the temp hp generation the level 3 ability provides?


Yea, Wolf is Good, but there's just so many ways for allies to get advantage now. So to me Eagle is the go to form now. It pretty much means you at turn 1 get to whatever priority target you want. You can chase down ranged enemies with ease. Etc.


Berserker Damage bonus is huge. And his immunity to fear and charm conditions is also amazing. A Mastery like Push can give him some nice control. Range and mobility isn't as big of a problem in 2024 as javelins can help as you close the gap, especially since you can add your Berserker damage and rage damage to them (and Barbs at level 5 already get 40ft movespeed and eventually the ability to move half his speed when he enters rage as well).

To me the only major things the Berserker misses out on is Defense and control. Which is why I really like Shields and Sentinel on them. Though I also like Reach Weapons and Sentinel on them too.


I tend to prefer it over Berserker at least for level 1-10 play.


Lol. This is very true.

And thanks for your thoughts.
"Sword" & board barb can be a nicely different way to play. I've played the "shield mastery" zealot, Because our group doesn't pack much healing. I have pretty great stats so my unarmored AC is pretty ridiculous on the guy at baseline while being quite mobile.

I like that I can play him "multimodal"; feel out combat and start off in defensive posture, stand next to "protection" fighting style paladin and reap the benefits and switch to my battle 🪓 to try toppling or run with my sap mastery if I am mobilized into isolation. Or vice-versa.. start reckless to draw fire, then become a brickwall after presenting as an easy hit. Get the free shield mastery shove for battlefield control. The reaction to 💯% negate dex-based saves pairs very nicely with the barbarian advantage to dex saves. Even when he starts to lose life, the bonus action d12 healing goes a long way. If he needs to enter cleanup mode, or if I need to screw with the DM a little, then I opt to go reckless and become more of a dmg-merchant. This character can break grapple easily as well, especially if using the warhammer + 🛡... then you have multiple shots at shoving without losing out on action economy. Good that Zealy ability isn't tied to reckless attack any more. The other subclass I would choose with for this is Wildheart... that bear option is tempting, but then you are minimizing dmg potential even more.

At the cusp of level 8, I am considering if I want to take the non-flashy but appropriate "resilient dex" to never worry about breath weapons again, "polearm master" to wield a spear & increase dmg output and give some competition to my bonus action and reaction slots.. though decreased weapon mastery versatility, or just "mage slayer" to shore up some saving throw weaknesses
 

I enjoyed reading your post and the replies. Let me start by saying that I understand all the fantastic changes made to the Barbarian. I understand that Reckless Attack is adding our damage. However, needing to use it for any extra damage is not right, IMO.
I do know Zealot is the other choice for extra damage. I think RA is the worst and most lopsided feature in the game. I get the d12 hit dice helps but I think we'll be down quite a bit. We'll be raging, RAing, and possibly Frenzying. That's a lot of noticeable ferocity stacked up.
I watched a Secret Door video on Screwtube a while ago. He said that it's not worth giving up advantage to use Brutal Strike. I don't know if it applies to the 2d10 damage you get later, he didn't say.
@FrogReaver I believe you may be the only person who has said, "You don't always have to use reckless". It's RA all day and TANK! I won't be using RA at all. Just my opinion and play style. I do like Primal Knowledge. It seems a bit overpowered. I should have advantage and a +8, now, in six skill checks. WotC wants us more useful outside of combat? I don't know why they would give us PK when INT, WIS, and CHA are dump stats.
Here's my problem. The Fighter gets 3 extra attacks from level 5-20. The Rogue gets 1d6 every odd level. The Paladin gets Divine Smite which scales Radiant damage with higher spell slots. The Ranger gets Hunter's Mark which also scales Force damage, a bit, and allows you added benefits as you level. Those are all granted to you without taking a subclass.
My world tree will get 2 attacks per turn for 20 levels. I am getting other non "Hulk, Smash!" benefits. That's obvious. So is every other class in the game.
The Rage bonus is even stacked against us. It's +2 for levels 1-8, +3 9-15, and +4 16-20.
I'm done. Thank you for your attention to this matter.
 

I think the zealots best overall. Bezerkers reliant on reckless attack.

Sitting behind DM screen lots of stuff bypasses barbarian resistances now.

I've been enjoying trident and shields on champion fighters. Might work on barbarians.

One group I had was level 1-4. Frenzied Berzerker was king of damage but a dual wielding hunter ranger was doing a good effort at keeping up.

Between the two of them splat.

1 lvl fighter dip would be tempting for a dual wielder.
 

I think the zealots best overall. Bezerkers reliant on reckless attack.
I've not played either yet, but I have a feeling that a Wildheart Barbarian with the bonus action dash and disengage could be really good. It's the Barbarian I personally am most excited about playing. Though it's not going to feel as good after level 11.
 

I've not played either yet, but I have a feeling that a Wildheart Barbarian with the bonus action dash and disengage could be really good. It's the Barbarian I personally am most excited about playing. Though it's not going to feel as good after level 11.
You need the right party. If your playing with a bladelock or paladin melee, then being able to skirmish doesn't help. The enemy will just switch targets. Running faster doesn't help if the enemy was never going to move anyways.


But in the right party, it's great. For instance, rght now we have at level 6.

Wild Heart with a pike and Charger which can net 30' of pushing. Backup is javelin (slow).
Otc (bonus action dash) Sorcerer constantly casts Web, and ray of frost (slow).
Tabaxi (fast) Battlemastet with heavy crossbow and push manuevers.
Assimar Life cleric with Telekinetic (push / disengage ally / pull out of web) and spiritual guardians (slow). Also good backup for when plans fail.

The whole party just attacks and retreats. Also we have 2 with climbs speed and 2 with flight (Levitate for sorcerer). It's been quite effective.

But again, if we had a non-mobile melee, then the monsters would just swarm them. Wild Heart is the best skirmishing tank, but that's still a somewhat niche position.
 

You need the right party. If your playing with a bladelock or paladin melee, then being able to skirmish doesn't help. The enemy will just switch targets. Running faster doesn't help if the enemy was never going to move anyways.


But in the right party, it's great. For instance, rght now we have at level 6.

Wild Heart with a pike and Charger which can net 30' of pushing. Backup is javelin (slow).
Otc (bonus action dash) Sorcerer constantly casts Web, and ray of frost (slow).
Tabaxi (fast) Battlemastet with heavy crossbow and push manuevers.
Assimar Life cleric with Telekinetic (push / disengage ally / pull out of web) and spiritual guardians (slow). Also good backup for when plans fail.

The whole party just attacks and retreats. Also we have 2 with climbs speed and 2 with flight (Levitate for sorcerer). It's been quite effective.

But again, if we had a non-mobile melee, then the monsters would just swarm them. Wild Heart is the best skirmishing tank, but that's still a somewhat niche position.
I think you are focused on hit and run as the only tactic. Being able to easily fall back to squishier allies is also amazing when there is another front liner.

being able to quickly reach enemy back liners is also really useful.

Couple with push mastery for battlefield control and the dash/disengage to get to whatever ally needs help and you push enemies off them

if your injured you can let them attack your other melee ally and use hit and run tactics so you don’t get further injured.

Etc.

In my experience being able to dash + disengage is going to mean a few extra attack rounds and a few extra Rounds where you avoided being attacked on average in an adventuring day.
 

In my experience being able to dash + disengage is going to mean a few extra attack rounds and a few extra Rounds where you avoided being attacked on average in an adventuring day.
Which is a bit less than a Zealot who deals extra damage every turn and can absorb more hits.

Not useless of course. Things are decently balanced. But if you want Wild Heart to shine, you need a party that can capitalize on it's strengths.
 


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