D&D (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.
 

log in or register to remove this ad


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
 

Remove ads

Top