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

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.

Its the old tank barbarian. They nerfed it but a lot of new monsters sideline barbarian resistances completely.

I used a goblin hexer the other day. Two attacks a round 2d10+3 psychic damage.

Lots of force damage on monsters as well.
 

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You avoid attacks by killing the enemy a turn earlier. Also protects your allies.
You’ve not shown your actually killing enemies a turn earlier. The question is whether the Zealots extra damage causes more damage than the Wildheart ability to position himself into melee, against the most priority targets.
 
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You’ve not shown your actually killing enemies a turn earlier. The question is whether the Zealots extra damage causes more damage than the Wildheart ability to position himself into melee, against the most priority targets.
Against priority target that is 60' away.

Wild Heart with greatsword: 2d6
Zealot with Javelin: 2d6 + half level. In addition to self healing.
 

Against priority target that is 60' away.

Wild Heart with greatsword: 2d6
Zealot with Javelin: 2d6 + half level. In addition to self healing.

Sure, at level 3, at precisely 60ft away, with no other enemies involved you can outdamage slightly with a zealot. (Talking 1/2 level rounded down, so 1 damage).
  • That's not going to be true for 80ft (any level).
  • That's not going to be true at level 4 with GWM and probably not true with PAM either.
  • That's not going to be true at level 5 with extra attack.
  • That's not going to be true if any enemy engages you before you reach melee range to the target with the zealot.
*Note the Wildheart can close 80ft to melee at level 5 due to the 10ft increased speed.
 
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Sure, at level 3, at precisely 60ft away, with no other enemies involved you can outdamage slightly with a zealot. (Talking 1/2 level rounded down, so 1 damage).
  • That's not going to be true for 80ft (any level).
Ok. I'm not sure "you have advantage on attacks against enemies who are exactly 80 away at the start of your turn" is a good feature.
  • That's not going to be true at level 4 with GWM and probably not true with PAM either.
It's tied at level 4.
2d6+ proficiency (2)
2d6+ half level (2)

Any turn Wild Heart used PAM, the Zealot also uses PAM.
  • That's not going to be true at level 5 with extra attack.
1.5 damage more than the Zealot.

2d6+2d6
Vs
2d6+1d6+2.

At level 8, Zealot is back ahead. 1d6 is less than +4.

And that's still only at specific distances.
  • That's not going to be true if any enemy engages you before you reach melee range to the target with the zealot.
Zealot can still throw the javelin. They just lose advantage.
They can also just take an opportunity attack and heal the damage with their bonus action. Note reckless attack penalty doesn't apply if you provoke an OA before attacking.

So to combine everything, the feature would be....
"you have advantage on attacks against enemies who are exactly 75 or 80 away at the start of your turn.
If you start your turn next to a different enemy, the range is changed from 30' to 80'"
Vs
"+1d6+half level damage and extra health"

Again, I think wild heart can be better in the right party. But Zealot is just better in more situations.
 

Primal Knowledge and Backgrounds.
While tying the skill bonuses through Primal Knowledge to Strength requires some special pleading to explain, as an ability it is effective but tightly controlled. Your range needs to be active, and all the skills (except perception) would normally take an Action. To maintain your Rage, though, requires your Bonus Action (since you are not attacking that turn).

This is an effective (arguably severe) constraint on some multiclass builds. For example, a multiclass Barbarian/Rogue can't rage and use Primal Knowledge together wirh Cunning Action, since that would mean losing your Rage (unless you were also attacking that round). There's still a place for 2-5 levels of Rogue, but it's not abusable.

As for the skills:
Barbarian class skills include Intimidation, Perception, and Survival. Acrobatics or Stealth would need to come from Background or Species (e.g. Humans get a free skill).

Backgrounds:
There are many backgrounds that work well for building around Primal Knowledge. Of the ones that give Strength bonuses,
  • Entertainer has Acrobatics (and gives the Musician feat)
  • Guard has Perception (and gives the Alert feat, and Athletics, also a Barbarian class-skill)
  • Noble gives the Skilled feat (letting you take any three)
  • Sailor gives Acrobatics and Perception (and give you the Tavern Brawler feat)
  • Soldier has Intimidation (and gives the near-useless Savage Attacker feat, and Athletics, a class-skill)

If you want to be a stealthy Barbarian and get a starting strength bonus, the only option is Noble, or being Human (which gives a free skill).
 

You avoid attacks by killing the enemy a turn earlier. Also protects your allies.
Meh, strategy-wise this plays out pretty differently in my group. If discussion of strategy here. I've never loved the "kill the enemy faster" retort. I get it, but: In my playgroup, there is no "healthbars" for you to take this gamble, only announcement of if the creature is bloodied, otherwise qualitative descriptions. I see the argument for Wildheart opening up different barbarian strategy.... That being said, I love the self-healing Zealot, one of the most rounded self-sufficient barbs.
 

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