D&D General Barbarian - Best Damage

Marc Radle

Legend
I will likely be doing a bearfolk barbarian (starting at level 1) in a new D&D campaign.

I really want him to be the biggest, baddest, strongest damage machine possible.

I’ll of course max out his Str to 20.

What other things should I consider? Weapon? Feats? Anything else?

Thanks!
 

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Assuming 2024 rules.

Solder background (doesn't add much, but still +damage)
Greatsword, (+some Tridents to throw)
Beserker at 3
Great Weapon Master at 4.
+2 Str at 8
Beserker's level 10 reaction.

Barbarian's don't get much damage after that. So possibly take a level of Monk to bonus action kick someone (can still use Str), and/or Fighter 3 to get battlemaster's dice. Though you got plenty of time to think about that.

Mage Slayer is also a good feat, as a stunned barbarian doesn't do any damage. Or worse, you get mind controlled and attack an ally.
 

The good news is that, according to Treantmonk, Berserker Barbarian maths out to be the strongest single target damage machine right through to level 20. So you're already off to a good start.

We have one in my current home game. He hits hard, and also tanks pretty well. We also have a monk and a paladin, so I am having fits challenging them with melee opponents.

Also, if you are going to dip, I'd definitely take Fighter/BM 3, for both maneuvers and action surge - they'll do gruesome damage in the first round of combat.
 

Assuming 2024 rules.

Solder background (doesn't add much, but still +damage)
Greatsword, (+some Tridents to throw)
Beserker at 3
Great Weapon Master at 4.
+2 Str at 8
Beserker's level 10 reaction.

Barbarian's don't get much damage after that. So possibly take a level of Monk to bonus action kick someone (can still use Str), and/or Fighter 3 to get battlemaster's dice. Though you got plenty of time to think about that.

Mage Slayer is also a good feat, as a stunned barbarian doesn't do any damage. Or worse, you get mind controlled and attack an ally.
Nope, sorry - D&D 5E 2014
 

Great Weapon Master locks you into a specific weapon and style. I don't like it especially since it forces Reckless Attack instead of making it optional. Additionally, if you look at the Barbarian's class features, it's the best class for grappling and shoving thanks to Advantage and later a Better-Than-Reliable-Talent on Athletics checks. You can't grapple while wielding a two-handed weapon.

Reckless attack is, to me, a sometimes feature, not an always-on. Surrounded by 4 enemies? My Totem Barb won't reckless attack unless they have high ACs that he can't consistently hit otherwise. With GWM, you have to use Reckless to counteract the -5, leading to more damage taken.

I favor two weapon fighting. The extra attack adds substantial extra damage in most rounds, and if you want to grapple an enemy, you can still wield your primary weapon, making it a seamless transition. Polearm Master with a spear also works since it's versatile, but the BA attack is a bit weaker and it feels like it should be paired with a shield, which then locks out easy grappling.
Caveats:
*You want the Dual Wielder feat ASAP so you're not stuck with shortswords. It's also worth +1 AC. Half plate, Dex 14, and Dual Wielder is AC 18, which isn't bad.
*A Fighting Style feat for Two Weapon style gets you +Str to your off-hand attack. You want it eventually, but by my math, it's not worth getting until your strength is 20. 18->20 gets you +1 to 3 attacks per round and +1 to 2 attacks per round, while the style gets you +4 damage to one attack per round. So you pick that up at like 12.
*You don't get your BA attack on the round when you rage. It's also incompatible with BA-using subclasses such as Storm Herald and Wild Magic.

Beast Barbarian also gets you an extra attack, but I don't like being locked into natural weapons that never really improve in a world where Frostbrands, Flametongues, Blackrazors, etc. exist.

GWM Barb at 19: Str 20, 2 hits for 2d6+5(str)+4(rage)+10(feat) = 4d6+38 = 52 DPR
TWF Barb at 19: Str 20, 3 hits for 1d8+5(str)+4(rage) = 3d8+27 = 40.5 DPR
The more magic items you have, the better dual wielding gets since it benefits more often from anything that boosts your damage, like belts of Fire Giant strength, +xd6 weapons, etc. If magic items boost each attack by another 9 damage (+2 str modifier, +2d6), then the gap between the GWM and the TWF closes by that amount.
However, although GWM's damage is better, there is still more of a risk of not hitting, even when Reckless Attacking. That counts for something against GWM's value, but how much depends on the enemy's AC.

GWM is still a bit better for damage, but you're locked into Reckless a lot more often, which can work against your "I don't die" shtick. To me, the Fighter deals more damage, but the Barbarian has better battlefield presence in terms of immobilizing opponents with grapples and simply being unkillable. TWF supports that better.

As far as Subclass, Totem can get you a lot of damage resistance, more skills, and limited flight; Zealot gets you the most damage. You'll be happy with either one.
 


Best Damage is basically Great Weapon Master + Polearm Master and Max Strength. Be the Zealot subclass.

That said, I'd highly encourage you to consider more than just damage. Mobility, Survivability and Saving Throws (especially Wisdom ones) are really going to impact your ability to dish out damage. There's also a question of how magic items will be determined and if its random types then locking down a specific weapon type may be counterproductive.

This also means we should talk about reckless attack. If you're not having the survivability to use it often then adding more survivability is a way to increase your damage output as you'll use reckless attack more often.
 

Here's a few example characters.

One Hand Weapon and Shield Zealot Barbarian. Zealot keeps your damage high. The extra AC means you can reckless attack more often, which will feel better early IMO. Later on if you find a really good 2 handed weapon you can use it and drop the shield, at that point maybe pick up Great Weapon Master as well. Zealot gets a nice saving throw reroll mechanic. I'd probably suggest high strength and resilient wisdom for this one. You don't have great mobility but your Divine Fury ability from Zealot that ups damage also applies any weapon attacks. So when throwing a javelin or shooting with a bow it still helps. I would consider sentinel depending on party composition. If other melee characters are present, especially less sturdy ones, then it may be a great addition. If mostly ranged I'd just use distance between myself and allies as the primary disincentive for enemies to ignore you for them.

Eagle Totem/Elk Barbarian for high movement + Polearm Master feat. You get reach and alot of movespeed, meaning you can actually skirmish using hit and run tactics. On top of that when an enemy does approach you then you get a reaction attack with Polearm Master. Great Weapon Master or Sentinel can pair well later, but neither is absolutely required.

I think you'll find both of these characters more interesting and effective overall than going for the most damage that an early Great Weapon Master offers.
 

Path of the Giants Barbarian + GWM + PAM + Sentinel.

You become Large Size (increasing your weapon's damage to 2d10+Str on every attack IF you draw your weapon after you Rage (before that it's 'worn')) and when you throw weapons you deal rage damage. PAM + Sentinel gives you a 15ft reach since you're Large meaning you can shut down a massive portion of the battlefield.

At 6th level, EVERYTHING is a throwing weapon in your hands. 20/60 ain't a lot, but if you come up 30ft short while running on your target, making a full attack without disadvantage is really nice. How? Your Polearm is a Melee Weapon, even when you throw it, so Reckless Attack still applies.

Oh. Also you get the additional 1d6 acid, cold, fire, lightning, or thunder damage on every weapon attack at 6th level or higher. Including the PAM haft-strike. Which you can also throw if needed.

Congratulations, you now control pretty much the entire battlefield, make 3 attacks for 2d10+1d6+Str, 2d10+1d6+Str, 2d4+1d6+Str with advantage on every swing and/or throw. And if you're disarmed, your bite is 2d6+1d6+Str on any target within 10ft.

Also your Carrying Capacity while raging is per a Huge creature.

And then you can get yourself a friendo to throw Enlarge on you, making you Huge, and your weapons deal triple weapon dice +1d4.

Dire Cave Bear go BRRRRRRRR
 
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