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Adjustments to the Totem Barbarian
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<blockquote data-quote="Necrofumbler" data-source="post: 8505598" data-attributes="member: 6923702"><p>All in all very, very nice ideas.</p><p></p><p>I would modify all powers that grant a special bonus action as things that the barb can use right away on the very round that he is starting to rage, not just in later rounds.</p><p></p><p>Also, "on your turn" is redundant because AFAIK spending a bonus action is always done on your turn. Plus adding a few commas and word reordering for extra clarity.</p><p></p><p><u>Totem Spirit:</u></p><p></p><p><strong>Eagle - While you're raging, your speed increases 10ft, and you can use the Disengage action as a bonus action or as part of the bonus action you spend to enter into a Rage. The spirit of the eagle makes you into a swift predator who can weave through the fray with ease.</strong></p><p><strong></strong></p><p><strong>Elk - While you're raging you can use the Shove action as a bonus action or or as part of the bonus action you spend to enter into a Rage. Whenever you successfully use the Shove action against an enemy, you deal bludgeoning damage to them equal to your Strength modifier. The spirit of the elk makes you a master of battering your enemies.</strong></p><p></p><p>- Tiger still feels a bit weak because it doesn't scale all that well in power at higher levels. Maybe (not sure at all) go instead with:</p><p></p><p><strong>Tiger - While you're raging your Rage Damage bonus is doubled. The spirit of the tiger increases your natural ferocity.</strong></p><p></p><p></p><p><u>Aspect of the Beast:</u></p><p></p><p>Most level 6 abilities lack something. After the big Level 5 power increase, they feel a bit "lackluster". Meanwhile most other classes gain something quite nice at level 6.</p><p></p><p>- Bear: I'd add Advantage on Saves vs Exhaustion.</p><p></p><p>- Elk usability varies a LOT. Travel Pace is based on, but <em>not</em> the same as, movement speed. Thus, in a dungeon crawl campaign, Elk travel boost is 100% useless. Not so usefull in a urban campaign, too. But WONDERFULLY POWERFUL is an overland campaign where there are a lot of troop movements and suddenly the party are the only ones moving twice as fast as the enemy armies. However that benefit shtinks again to almost nothingness a few levels later, the moment travel magics like Windd walk or Teleport come into play. Thus the ability is very good but only at Tier 2 and even then only in some campaigns types. IMHO that means it lacks something.</p><p></p><p><strong><em>Elk.</em></strong> Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. <strong>In addition, when you start Raging, you and up to 5 Companions within 5 feet of you gain 10 feet to their land movement speed for as long as you are Raging.</strong> The elk spirit helps you roam far and fast.</p><p></p><p>+10 feet to the entire party in combat (the bonus is applied when you enter the rage, not checked each round, that'd be too much micromanagement) is quite nice, and remains useful in dungeon crawls. Needing them to be adjacent when you rage is the one limitation, and the 5 limit covers most PC Parties while avoiding cheese like buffing 32 Small size creatures that decide to all go "Squeezing into a Tight Space" all around you. I thought about making the bonus 5 feet without a limitation but that would not change things much since all monsters have rated speeds in multiples of 10 feet anyway.</p><p></p><p></p><p>- For Tiger, I agree 2 general skills sure are way too good. And also not very flavorful. But the jumping effect is still a bit meh. Being able to jump further and higher is usually useful only at <strong>very</strong> low levels in Tier One, before higher availability of spells like Levitate Fly and Spider Climb etc. make Jumping & Climbing kind of a moot point. Even without those magics, jumpping is quite circumstantial. So it needs a some extra oompf.</p><p></p><p><strong><em>Tiger.</em></strong> While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. <strong>In addition, if your first attack on the turn that you enter into a Rage hits after moving at least 20 feet straight towards the target, you can Pounce that creature: it must succeed a STR Saving Throw vs DC 8 + your Proficiency Bonus + your STR modifier, else it falls Prone.</strong> The spirit of the tiger empowers your leaps.</p><p></p><p>The Prone effect is powerful, sure. However it requires straight movement, is only once, on the "enter-the-Rage" round, not for the whole Rage, and it also doesn't work all the time as you must hit <em>and</em> the attacked foe must fail its save.</p><p></p><p></p><p>- Wolf: Tracking is also very circumstantial. Full Speed Stealth is nice but also semi-circumstawntiall and I've never seen a campaign where the speed to GO TO the enemy while stealthy is impportant, what'S importannt is the sppeed wen fleeing after being detected lol. Maybe add a power that boosts the entire party like the Elk: the presence of a wolf totem leaing the party staying close to him, in a grooup Strealth chec k, the wolf can apply his stealth result to anybody in the party. Say he rolllss 17 and the fighter in fulll plate rolls 5 and 18 becase of the heavy armor disadvnntage penallty, thus.... 5! Well he's got 17 instead! Kinda an "entire party good at stealth" card.</p><p></p><p></p><p><u>Totemic Atttunement</u></p><p></p><p>These are subclass-identity level 14 powers. They should have some kick.</p><p></p><p>- Bear: Mabe add a bit extra somerthing for grappling? Grappling and Bears is so iconic after all.</p><p></p><p>- Your Eagle power is original, but maybe add that the flight movement gives enemies Disadvantage on any attacks of opportunities? Or heck prevents AoO altogether, that way ther barb will almost never hesitate to use it.</p><p></p><p>- Elk: fine</p><p></p><p>- Tiger: fine</p><p></p><p>- Wolf: Add the "as a bonus action or as part of bonus action to enter Rage" part. Also, it is a bit duplicate of the Tiger Pounce above, only much better. Welll, one is level 6 while the other is level 14.</p><p></p><p>Knocking someone Prone can easily be a REALLY big deal. Suddenly a bit over half of the party (the barbarian plus everybody before that monster's initiative) will gain Advantage on that enemy. vs tons of minions, who cares. Vs bosses? Dramatic effect. So I'd tend to leave in the STR save.</p><p></p><p>If redundancy of effect is undesirable, Tiger Pounce could be slightly modified to grant an extra attack instead (on Rage turn not entire Rage) instead of save vs prone. Albeit you already gave that aspect to Tiger instead. Dunno.</p><p></p><p>Love the ideas good luck!</p></blockquote><p></p>
[QUOTE="Necrofumbler, post: 8505598, member: 6923702"] All in all very, very nice ideas. I would modify all powers that grant a special bonus action as things that the barb can use right away on the very round that he is starting to rage, not just in later rounds. Also, "on your turn" is redundant because AFAIK spending a bonus action is always done on your turn. Plus adding a few commas and word reordering for extra clarity. [U]Totem Spirit:[/U] [B]Eagle - While you're raging, your speed increases 10ft, and you can use the Disengage action as a bonus action or as part of the bonus action you spend to enter into a Rage. The spirit of the eagle makes you into a swift predator who can weave through the fray with ease. Elk - While you're raging you can use the Shove action as a bonus action or or as part of the bonus action you spend to enter into a Rage. Whenever you successfully use the Shove action against an enemy, you deal bludgeoning damage to them equal to your Strength modifier. The spirit of the elk makes you a master of battering your enemies.[/B] - Tiger still feels a bit weak because it doesn't scale all that well in power at higher levels. Maybe (not sure at all) go instead with: [B]Tiger - While you're raging your Rage Damage bonus is doubled. The spirit of the tiger increases your natural ferocity.[/B] [U]Aspect of the Beast:[/U] Most level 6 abilities lack something. After the big Level 5 power increase, they feel a bit "lackluster". Meanwhile most other classes gain something quite nice at level 6. - Bear: I'd add Advantage on Saves vs Exhaustion. - Elk usability varies a LOT. Travel Pace is based on, but [I]not[/I] the same as, movement speed. Thus, in a dungeon crawl campaign, Elk travel boost is 100% useless. Not so usefull in a urban campaign, too. But WONDERFULLY POWERFUL is an overland campaign where there are a lot of troop movements and suddenly the party are the only ones moving twice as fast as the enemy armies. However that benefit shtinks again to almost nothingness a few levels later, the moment travel magics like Windd walk or Teleport come into play. Thus the ability is very good but only at Tier 2 and even then only in some campaigns types. IMHO that means it lacks something. [B][I]Elk.[/I][/B] Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. [B]In addition, when you start Raging, you and up to 5 Companions within 5 feet of you gain 10 feet to their land movement speed for as long as you are Raging.[/B] The elk spirit helps you roam far and fast. +10 feet to the entire party in combat (the bonus is applied when you enter the rage, not checked each round, that'd be too much micromanagement) is quite nice, and remains useful in dungeon crawls. Needing them to be adjacent when you rage is the one limitation, and the 5 limit covers most PC Parties while avoiding cheese like buffing 32 Small size creatures that decide to all go "Squeezing into a Tight Space" all around you. I thought about making the bonus 5 feet without a limitation but that would not change things much since all monsters have rated speeds in multiples of 10 feet anyway. - For Tiger, I agree 2 general skills sure are way too good. And also not very flavorful. But the jumping effect is still a bit meh. Being able to jump further and higher is usually useful only at [B]very[/B] low levels in Tier One, before higher availability of spells like Levitate Fly and Spider Climb etc. make Jumping & Climbing kind of a moot point. Even without those magics, jumpping is quite circumstantial. So it needs a some extra oompf. [B][I]Tiger.[/I][/B] While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. [B]In addition, if your first attack on the turn that you enter into a Rage hits after moving at least 20 feet straight towards the target, you can Pounce that creature: it must succeed a STR Saving Throw vs DC 8 + your Proficiency Bonus + your STR modifier, else it falls Prone.[/B] The spirit of the tiger empowers your leaps. The Prone effect is powerful, sure. However it requires straight movement, is only once, on the "enter-the-Rage" round, not for the whole Rage, and it also doesn't work all the time as you must hit [I]and[/I] the attacked foe must fail its save. - Wolf: Tracking is also very circumstantial. Full Speed Stealth is nice but also semi-circumstawntiall and I've never seen a campaign where the speed to GO TO the enemy while stealthy is impportant, what'S importannt is the sppeed wen fleeing after being detected lol. Maybe add a power that boosts the entire party like the Elk: the presence of a wolf totem leaing the party staying close to him, in a grooup Strealth chec k, the wolf can apply his stealth result to anybody in the party. Say he rolllss 17 and the fighter in fulll plate rolls 5 and 18 becase of the heavy armor disadvnntage penallty, thus.... 5! Well he's got 17 instead! Kinda an "entire party good at stealth" card. [U]Totemic Atttunement[/U] These are subclass-identity level 14 powers. They should have some kick. - Bear: Mabe add a bit extra somerthing for grappling? Grappling and Bears is so iconic after all. - Your Eagle power is original, but maybe add that the flight movement gives enemies Disadvantage on any attacks of opportunities? Or heck prevents AoO altogether, that way ther barb will almost never hesitate to use it. - Elk: fine - Tiger: fine - Wolf: Add the "as a bonus action or as part of bonus action to enter Rage" part. Also, it is a bit duplicate of the Tiger Pounce above, only much better. Welll, one is level 6 while the other is level 14. Knocking someone Prone can easily be a REALLY big deal. Suddenly a bit over half of the party (the barbarian plus everybody before that monster's initiative) will gain Advantage on that enemy. vs tons of minions, who cares. Vs bosses? Dramatic effect. So I'd tend to leave in the STR save. If redundancy of effect is undesirable, Tiger Pounce could be slightly modified to grant an extra attack instead (on Rage turn not entire Rage) instead of save vs prone. Albeit you already gave that aspect to Tiger instead. Dunno. Love the ideas good luck! [/QUOTE]
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