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

FrogReaver

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Barbarians are more than mere brutes only capable of hitting things with a big stick. They are cunning warriors. This guide is to provide ideas for creating a Barbarian that does more than just big melee damage. Here I'm focusing on mostly lower level abilities, say level 10 and below.

Reckless
You don't always have to use reckless, but when you do the advantage it grants really helps you proc Weapon Masteries.

Weapon Properties

Reach
Useful to add a little extra range, and good for tight spaces as you can attack from a back rank. Mostly useful in combination with other abilities.

Thrown
Due to reckless attack, Barbarians can use thrown weapons up to their max range and still attack without disadvantage. That's 120ft with a javelin. It receives the rage bonus to damage as well as Subclass Damage features like Frenzy or Divine Fury working with these. Tridents can also be especially effective as their Topple Mastery can really slow down an approaching melee enemy or take a flyer out of the sky.

Weapon Masteries

Sap

This combination is especially strong early game when enemies tend to have fewer attacks/fewer enemies. This can mitigate the disadvantage caused by your reckless attack from one enemy. Being attacked without advantage will mean many fewer hits. Also, most Sap weapons are one handed so you can even use a shield. And if for some reason the creature you hit with Sap doesn't attack you, it gets actual disadvantage on whoever it does target!

Push
The basic consideration is that we can push enemies off our ranged allies then move up to them such that if they want to move back and attack our allies they will take an OA. If initiative is favorable our ranged ally will also get to move away before the enemy even gets his next turn. This can be done turn after turn after turn. This is a cheap and effective way of protecting an ally. It also allows one to push enemies into dangerous zones which can also be highly effective.

Push can also be used in place of disengage in many situations, allowing you to attack and more freely move around the battlefield.


Vex
The basic idea is to start the battle with Reckless attack, then assuming your last attack hits you go into the next round with without reckless. Then repeat that every turn that you would start your next turn with advantage. If you don't have it then Reckless to start the process over. Essentially this makes you alot more defensive while keeping your accuracy really high.

Topple
Another great Mastery for keeping enemies off allies. If your alone in melee with an enemy and you topple it then it's move rate is severely reduced, meaning it will have trouble catching any ranged allies unless they were already really close. Can also help grant melee allies advantage.

Feats

Sentinel

With your advantage to hit on OA's when reckless attacking, whatever you are Opportunity Attacking is most likely going no where. Even more effective with a reach or push weapon so the enemy won't be adjacent to you when their movement is stopped.

Polearm Master
More of a damage feat, but is really interesting in conjunction with a Pike. Whatever enemy you becomes adjacent with most likely gets pushed outside your reach, meaning next turn if it moves closer to you to attack it will take another reaction attack. This also works when you push an enemy off an ally.

World Tree

Vitality of the Tree

Temp hp generation for you and allies is nice. Can make it really hard to down an ally.

Branches of the Tree
An interesting ability. One of the coolest things you can do with this is keep enemies prone (provided they were prone before their turn started and fail their save. That alone is pretty cool. It also is good at locking an enemy down besides you, but not as effective at that as Sentinel with Reckless due to the high chance to proc. However, because you can use this without relying on reckless and the subclass grants you some temp hp then you will likely be alot sturdier than the Sentinel+Reckless approach. Freeing up the feat for something other than sentinel is great. Also, this is forced movement so the same possibility of forcing enemies into zones still applies.

Wild Heart

Rage of the Wilds

One of the most flexible abilities around. The additional damage reduction types from Bear can be nice. Giving allies advantage to enemies you are near from Wolf is really good too. Either of these abilities pairs really nicely with Sentinel as well. Then there's Eagle which is basically all the combat movement you will ever need. By level 5 you can freely move around 80ft a turn with a bonus action (and when you rage). This actually gives you the speed to hit and run skirmish, especially when paired with reach/push/topple. It also lets you bust through the back ranks to whatever priority target there is. And what's really great is you can choose a different ability each rage.
 
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So "Raging" isn't enough for Barbarians? Plus WotC has given the class several additional powers like regeneration and using Strength for any skill check. They're literally Wolverine with weapons :rolleyes:

BUT, if making Barbarians even more powerful works for your group, have at it (y)
 

I'm having a lot of fun with my world tree barbarian, if only we didn't have so many scheduling issues for that particular game.

Barbarians are more than mere brutes only capable of hitting things with a big stick. They are cunning warriors. This guide is to provide ideas for creating a Barbarian that does more than just big melee damage. Here I'm focusing on mostly lower level abilities, say level 10 and below.

Reckless
You don't always have to use reckless, but when you do the advantage it grants really helps you proc Weapon Masteries.

Weapon Properties

Reach
Useful to add a little extra range, and good for tight spaces as you can attack from a back rank. Mostly useful in combination with other abilities.

Thrown
Due to reckless attack, Barbarians can use thrown weapons up to their max range and still attack without disadvantage. That's 120ft with a javelin. It receives the rage bonus to damage as well as Subclass Damage features like Frenzy or Divine Fury working with these. Tridents can also be especially effective as their Topple Mastery can really slow down an approaching melee enemy or take a flyer out of the sky.

I have to admit I had completely missed the range attacks getting rage damage bonus because they're using a strength based weapon. So maybe it's a good thing we've been having scheduling difficulties?

Weapon Masteries

Sap

This combination is especially strong early game when enemies tend to have fewer attacks/fewer enemies. This can mitigate the disadvantage caused by your reckless attack from one enemy. Being attacked without advantage will mean many fewer hits. Also, most Sap weapons are one handed so you can even use a shield. And if for some reason the creature you hit with Sap doesn't attack you, it gets actual disadvantage on whoever it does target!

I can see this being a good option for those cowardly barbarians who want to use a shield. ;)

Push
The basic consideration is that we can push enemies off our ranged allies then move up to them such that if they want to move back and attack our allies they will take an OA. If initiative is favorable our ranged ally will also get to move away before the enemy even gets his next turn. This can be done turn after turn after turn. This is a cheap and effective way of protecting an ally. It also allows one to push enemies into dangerous zones which can also be highly effective.

Push can also be used in place of disengage in many situations, allowing you to attack and more freely move around the battlefield.

I had considered a halberd for my character for the reach and push, it would be a good combination.

Vex
The basic idea is to start the battle with Reckless attack, then assuming your last attack hits you go into the next round with without reckless. Then repeat that every turn that you would start your next turn with advantage. If you don't have it then Reckless to start the process over. Essentially this makes you alot more defensive while keeping your accuracy really high.

Not sure I'd ever use this, it doesn't seem necessary.

Topple
Another great Mastery for keeping enemies off allies. If your alone in melee with an enemy and you topple it then it's move rate is severely reduced, meaning it will have trouble catching any ranged allies unless they were already really close. Can also help grant melee allies advantage.

Another one that's more about battlefield control along with a bit of helping allies. If you're reckless the prone doesn't matter but it does slow them down. I guess I'd rank this one right after push.

I'd also include:

Cleave - great for those times when you're facing multiple enemies.

Graze - since you're going to be attacking recklessly this isn't quite as good as it is for fighters or paladins but guaranteed damage can still be nice.

Slow - a nice add-on to your javelins.
Feats

Sentinel

With your advantage to hit on OA's when reckless attacking, whatever you are Opportunity Attacking is most likely going no where. Even more effective with a reach or push weapon so the enemy won't be adjacent to you when their movement is stopped.

Polearm Master
More of a damage feat, but is really interesting in conjunction with a Pike. Whatever enemy you becomes adjacent with most likely gets pushed outside your reach, meaning next turn if it moves closer to you to attack it will take another reaction attack. This also works when you push an enemy off an ally.

I seriously considered taking a pike and both of these feats. With reach and pushing them back with an opportunity attack if you have a mobile group it could be pretty effective battlefield control.

I'll probably still take sentinel at some point, if nothing else than to increase my odds of being a target. Works even better if you can push the enemy at the same time.

World Tree

Vitality of the Tree

Temp hp generation for you and allies is nice. Can make it really hard to down an ally.

Branches of the Tree
An interesting ability. One of the coolest things you can do with this is keep enemies prone (provided they were prone before their turn started and fail their save. That alone is pretty cool. It also is good at locking an enemy down besides you, but not as effective at that as Sentinel with Reckless due to the high chance to proc. However, because you can use this without relying on reckless and the subclass grants you some temp hp then you will likely be alot sturdier than the Sentinel+Reckless approach. Freeing up the feat for something other than sentinel is great. Also, this is forced movement so the same possibility of forcing enemies into zones still applies.

This is the one I chose, it's been useful. Not high enough level for branches yet, I'm looking forward to it.

Wild Heart

Rage of the Wilds

One of the most flexible abilities around. The additional damage reduction types from Bear can be nice. Giving allies advantage to enemies you are near from Wolf is really good too. Either of these abilities pairs really nicely with Sentinel as well. Then there's Eagle which is basically all the combat movement you will ever need. By level 5 you can freely move around 80ft a turn with a bonus action (and when you rage). This actually gives you the speed to hit and run skirmish, especially when paired with reach/push/topple. It also lets you bust through the back ranks to whatever priority target there is. And what's really great is you can choose a different ability each rage.

I'm glad they clarified how it worked when you gained multiple talents. I may have chosen this one over World Tree other than the fact that we have a small group and for story groups. But if you have a large group that relies more on attacks than saving throws? Wolf is the way to go.

I kind of skipped over Berserker when I created my character because it was so bad in the 2014 version and I haven't DMed anyone using it either. On the other hand if you don't care about or need much battlefield control the extra damage is nice. In a larger group which relies primarily on attacks instead of saves I still think wild heart wolf wins out.

Path of the Zealot I'd have to see in play and they are a bit more tanky than the other options so it might be a good choice if you don't have other healing. But I'd probably put it at the bottom of my list.

So those are my thoughts other than that I have to admit it's funny that people are all "martial characters don't have enough options!" Now that they've given them some option "OMG! Martial characters have too many options!" They aren't really any more upgraded than any of the other martial classes.
 



For what levels?
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)

Level 5+
Greatsword is 4d6+2 rage
Nick is 3d6+ 3 rage
= so your down 1d6 weapon damage, but up a rage damage (+2d6 for Beserker).

Probably worth it for Zealot too, but you'd want to double check the crit damage.

Also could depend on how many Retaliations you get.

Still could end up with more damage using Cleave or Push instead. And magic weapons change that as well. But hard to argue with Beserker getting an extra 1/2/3d6 + 2/3/4.
 

I can see this being a good option for those cowardly barbarians who want to use a shield. ;)
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.

I had considered a halberd for my character for the reach and push, it would be a good combination.
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.

Not sure I'd ever use this, it doesn't seem necessary.
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'd also include:

Cleave - great for those times when you're facing multiple enemies.

Graze - since you're going to be attacking recklessly this isn't quite as good as it is for fighters or paladins but guaranteed damage can still be nice.

Slow - a nice add-on to your javelins.
I agree. I probably need to talk about some of the ones I consider weaker as well. They still have their use cases.
I seriously considered taking a pike and both of these feats. With reach and pushing them back with an opportunity attack if you have a mobile group it could be pretty effective battlefield control.
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.

I'll probably still take sentinel at some point, if nothing else than to increase my odds of being a target. Works even better if you can push the enemy at the same time.
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).

This is the one I chose, it's been useful. Not high enough level for branches yet, I'm looking forward to it.
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?

I'm glad they clarified how it worked when you gained multiple talents. I may have chosen this one over World Tree other than the fact that we have a small group and for story groups. But if you have a large group that relies more on attacks than saving throws? Wolf is the way to go.
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.

I kind of skipped over Berserker when I created my character because it was so bad in the 2014 version and I haven't DMed anyone using it either. On the other hand if you don't care about or need much battlefield control the extra damage is nice. In a larger group which relies primarily on attacks instead of saves I still think wild heart wolf wins out.
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.

Path of the Zealot I'd have to see in play and they are a bit more tanky than the other options so it might be a good choice if you don't have other healing. But I'd probably put it at the bottom of my list.
I tend to prefer it over Berserker at least for level 1-10 play.

So those are my thoughts other than that I have to admit it's funny that people are all "martial characters don't have enough options!" Now that they've given them some option "OMG! Martial characters have too many options!" They aren't really any more upgraded than any of the other martial classes.
Lol. This is very true.

And thanks for your thoughts.
 

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