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How strong is forced movement? Also, a barb subclass.

Plutancatty

Explorer
Sup dudes.
I was thinking about your classic barbarian: big, hairy, smelly, stupid, great-axe wielding, and usually a static damage sponge for the squishies out back (yes, he's fast, but he usually moves in short bursts to chase fleeing enemies or reposition quickly once his current enemy is dispatched).

But I thought it would be cool to make a barbarian that rewarded moving around more. Sure, Eagle totem gives cool mobility options, but nothing to really make you a better tank or DPR. So.
I built this subclass thinking of a fast "little" guy running circles around enemies and herding them all in one place, and wanted to ask:

How strong is forced movement? (Since it's a core feature of the subclass)

(Also obviously, this is a draft, so throw feedback this way if you see stuff needs fixing)

(The wording is not precise as of yet, but you'll probably get the concept anyway)
Path of the Sheepdog

Lvl 3- attacks of opportunity vs you have disadvantage. When a creature misses you with an attack of opportunity, you can push them (o force them to move? Stronger) 10 ft in a direction of your choice.

Lvl 6- you gain proficiency in the Intimidation skill and can use your Con modifier for Intimidation checks. You double your proficiency bonus if you're already proficient. You also gain advantage on intimidation checks against creatures that are presently a physical threat to your allies.

Lvl 10- when a creature hits you with an attack, you can use your reaction to reduce the damage by an amount equal to your Dex (Con?) modifier. If the attack was an attack of opportunity, you gain the reduction whether or not you use your reaction. (AoO if a creature moves 5 or more ft while within your reach?)

Lvl 14- you can choose whether a creature will attack you or not when you trigger an AoO from them. You also gain +1 damage for every 10 ft you move before making an attack.
 

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Dausuul

Legend
I'd be concerned about the fact that enemies can shut down the level 3 ability simply by declining to take the OA. Even a rather dim opponent is going to wise up after the first couple times you pull this trick.
 

Plutancatty

Explorer
I'd be concerned about the fact that enemies can shut down the level 3 ability simply by declining to take the OA. Even a rather dim opponent is going to wise up after the first couple times you pull this trick.

So the lvl 14 feature should be bumped up earlier?
 

Winterthorn

Monster Manager
So the lvl 14 feature should be bumped up earlier?

Actually, speaking as a DM with respect to Dausuul's concern, many opponents aren't smart enough or too crazed with bloodlust to decline using an OA. As with morale, some critters have too low an INT/WIS score to learn during battle, and overconfident, crazy, or even controlled enemies won't care about the threat posed by this ability. Humanoids with combat experience, like hobgoblins, are most likely the ones to catch on. So for a 3rd level ability I don't think this is too weak at all.

Overall it looks like a fun subclass. I will have to look over the whole again to judge its balance. :)
 

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