The new paths are
- Path of the Ancestral Guardian
- Path of the Storm Herald
- Path of the Zealot
What of the barbarian says they have to be outdoorsy? With the right background and skill choices, they're just a super tough warrior who channels their fury
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Everything that gives a save for half.Other than the Sleep and Magic Missile spells does anything else in 5e cause auto damage?
That the sub-classes are called "Primal Paths?" So not much.What of the barbarian says they have to be outdoorsy?
Thats why it's playtest material, so we can finish baking it.Love the flavor of all three but I think the mechanics are only 1/3 or 1/2 baked (though with some cool ideas). Definitely need some work here.
Not sure how I feel about the introduction of auto damage zones as they basically circumvent bounded accuracy and break the action economy, but since it's tied to rage maybe it's not that big of a problem. Other than the Sleep and Magic Missile spells does anything else in 5e cause auto damage?
Warrior of the Gods - This one seems odd. It is an ability that others take advantage of, not actually you. I mean you would get healed no matter what, and a cleric only needs the holy symbol anyway right? If it is for Resurrection type spells, then it seems kind of out of place for a 3rd level ability. Seems like this really wouldn't come into play much unless your entire group was without their spell components or you needed to be resurrected and your group didn't have the money to pay for it???
I'm thinking characters may be more relevant that classes. A player wanting a raging barbarian PC needn't play a magical character, he has to play a magical class, but he has one (count 'em, 1) sub-class he can use.
Thats why it's playtest material, so we can finish baking it.
Well-counted.Technically they have two non-magic sub-classes.
Beserker from PHB and Battlerager from SCAG.
That's a problem for some fighter builds that try to fake the 'aggro' thing, too...despite how much I want to love the Ancestral Guardian... I'm uncertain if I like it mechanically.
.. It definetly takes a more support and sticky stance, giving your resistance to an ally, making it harder to hit others and move away from you,
Maybe it is the heavy reliance on reactions. This barbarian has three different types of reactions, one to keep enemies close, one to shield an ally, and one to hurt an enemy that hurt an ally, in addition to AOOs
They don't have to be. But unless you're going to make everyone take the Acolyte background (or whatever) first, you've got the relatively common result of a zealous warrior for the gods who wouldn't know a temple to Tempus from a hole in the ground (but who, thanks to Survival or Nature, definitely knows a lot about holes in the ground). The baseline barbarian mechanics - unarmored defense, fast movement, "feral instinct," armor proficiencies, skill proficiencies - all point to a creature of the natural world. It's not telling the story of a crusading holy warrior, it's telling the story of a wild man of the savage frontier. These two things aren't incompatible, but they also don't necessarily go together. Just 'cuz Rage is a useful mechanic for a kind of zealous holy warrior doesn't mean it belongs in the Barbarian - classes are stories, not isolated packages of mechanical fobs.
Everything that gives a save for half.