D&D 5E Building a better Barbarian

I can't speak to the berserker, but the totem barbarian works just fine. I'm wrapping up a campaign we've played from 3rd to (by the end of the last game) 15th, and the barbarian's been a great deal of fun for me and the player both. I might add additional totem options in future supplements, but that's it; wouldn't change it at all.
 

log in or register to remove this ad

I only have two/three issues with the Barbarian.

First, I too want short rest recovery for their rage (I'd do rage/3, round up). First.5, I don't like barbarians deciding when to rage; I've always wanted rage to be a thing that is triggered, not something they willingly do. That's a mild preference, not a hard thing, as it doesn't bug me too much.

My second issue is that the barbarian's offensive strength doesn't seem to be there in the class. Rage is mostly a defensive ability. The damage boost is the same as Fighting Style initially. Later it grows, but the fighter and paladin end up getting offensive buffs at 11th level and the barbarian bonus crit damage doesn't seem to make up for that.

Worse still, all of my players who have played barbarians feel like Great Weapon Mastery is all but a requirement for the class to deal damage.

Now, a lot of this is feel. The defensive power of rage can be turned into offense with Reckless Attack. But, they end up hitting more, not harder.


Sent from my iPhone using Tapatalk
 

I TRIED building a better barbarian. Was going to replace his right arm with a bionic one. He ran away when I pulled out the soap to clean him.
 

I think of all the classes, the Barbarian is one of the ones that needs tweaking the least. It's a pretty strong class as is.

Even still, no class is perfect and all could use a little tweaking. A few things I think could use some tweaking-

1. I like the exhaustion part of Frenzy, but I feel it's a little TOO steep a penalty. I don't have a magic fix for it, but maybe give a free frenzy and exhaustion doesn't start until the 2nd? I think losing a level of exhaustion every short rest is too strong but maybe a long rest could remove more than one level?

2. I agree with not choosing when to rage. It's a little silly to CHOOSE to rage. I'm playing a Barb in two different campaigns right now and I won't rage until I'm attacked or REALLY provoked, or if I miss with a regular attack a few times in a row which has happened at least once haha.

3. I think the extra +2 to +4 damage fine but wouldn't complain if it was a little higher and/or scales a little better. Maybe it could scale with your proficiency bonus?

4. I have at least a minor complaint about the totem's 6th level abilities all be a little underwhelming.

5. I have heard complaints about the Barb class being TOO defensive with rage resistance being so powerful. I have to wonder if they really meant to make it SO defensive. I know one of my DMs complains that my Barb is too tough and he has a hard time providing equally challenging (for everybody) encounters because of it. I blame this instance on the other characters in the group being too squishy to be honest. Nobody else has a Con of more than 12 and there are two casters. My Barb has more HP than them put together so what's tough for me, would one shot them easily.

6. I don't think the Barb should be able to end it's rage all of a sudden either. I also don't think a raging Barb should be able to provide any type of utility while raging during combat. If I'm raging and engaged in combat, using a potion is not an option, not even for myself.
 


4. I have at least a minor complaint about the totem's 6th level abilities all be a little underwhelming.

I love the eyesight of the Eagle. For me it's very evocative, and has something that gives an edge to Barbs that other classes don't have (though the dim light advantage is also embedded in the Skulker feat).
 

I'd move entering a Rage to a reaction. It doesn't seem like something that should take any length of time, so a reaction is most fitting.

I'd also make it concentration checks to not lose a rage, rather than straight away losing a rage, with the DC being 10 + 5 * the number of turns since you would of lost your rage.
 

The Barbarian class is low down on my list of things that need tweaking in 5e.
Likewise.

I can't object too much, because I'm currently overhauling the monk for no particular reason even though the core monk is also low on my list. But for the barbarian I really think it just needs a revision of Berserker Frenzy and that's about it.
 

My son was pretty excited when he got his Dragonborn Totem Barbarian to 15th level, grew a pair of wings and gained the (modified Eagle totem) ability to Fly!

If anything I am struck by how many new awesome powers Barbarians get as they level up, much better than eg Champion Fighters.

That's a good point about the Champion, but I feel it's simplicity is one of it's strengths. I have players that don't want to play anything more complicated. The 14 level Eagle totem ability is great, but it's more like a super jump than flight since you'll fall if you end your turn in the air. Still it's my favorite of the level 14 Barbarian options.

Wolf gets a knockdown, but I could always shove someone down since level one. being able to use it as a bonus action and with out a save is what I would consider getting better at something I could already do.

Bear gets to give incentive to enemies to attack themselves rather than their immediate allies, but Reckless Attack already gives incentive to all enemies to attack the barbarian regardless of whether their allies are next to term or not. It's still a good thing, but I don't consider it a new thing.

Elk totem lets the barb knock down, do damage to a target, and move, all of which it could do before, but now it can do them at the same time.

Tiger can likewise move and attack and attack, things it could do before.

Battlerager gets something new, but non-scaling 3 damage to enemies that hit it while raging doesn't excite me much.

Berserker gets to attack on a reaction when hit. Mechanically great, but it's kind of just another attack.

By contrast the UA Barbarians got Damaging Auras, the ability to change the terrain around them, a howling battle cry, the ability to Rage without dying... things I thought were new and more interesting. Maybe this just comes down to personal tastes.

It's still a great class, my favorite in fact. It has one of the best if not the best capstones, it's primary abilities of Rage and Reckless Attack work so well together it's a beautiful thing.
 

Remove ads

Top