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New Barbarian Primal Paths in November 7th Unearthed Arcana
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<blockquote data-quote="Shiroiken" data-source="post: 7703319" data-attributes="member: 6775477"><p>Normally don't comment, but these look very interesting.</p><p></p><p>Path of the Ancestral Guardians</p><p>Love the theme, and the fact that the abilities reflect that theme. I would suggest Consult the Spirits allow for a re-roll, rather than Advantage, as it would show the impact of the Ancestor's advice (and make it better for a 10th level ability). Might lower the overall number of uses per day, however.</p><p></p><p>Path of the Storm Herald</p><p>Another good theme, giving a very Primal Magic feel. I could suggest Grassland as another terrain type, based on the power of the Tornado (Thunder Damage). Storm of Fury seems like a good concept, but I don't like the partial overlap; either make all the abilities unique or the same. The aura damage also seems somewhat arbitrary to me, and would make more sense to make it a die roll (start at 1d4/6, then improve at higher levels). Raging Storm doesn't specifically say while Raging, so I'm not sure if that's intentional or not, and Desert and Tundra seem... odd... if always on (especially outside combat).</p><p></p><p>Path of the Zealot</p><p>Not actually a fan of the theme, but I don't hate it. Divine Fury deals more damage than Storm of Fury (Storm Herald), but isn't choosy about hitting allies, which seems VERY inconsistent with a path based around groups/cults. Warrior of the Gods is an interesting rider ability, but can be annoying for some DMs. I really like Zealous Focus, because while it's strong, it has a drawback. Zealous Presence is also really good, but I might have limited it to allies within 60' that can hear you (since it's a primal cry). I'm a bit saddened by Rage Beyond Death, because I would rather have seen a Feat or something available to other classes & concepts, but it's a great ability.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7703319, member: 6775477"] Normally don't comment, but these look very interesting. Path of the Ancestral Guardians Love the theme, and the fact that the abilities reflect that theme. I would suggest Consult the Spirits allow for a re-roll, rather than Advantage, as it would show the impact of the Ancestor's advice (and make it better for a 10th level ability). Might lower the overall number of uses per day, however. Path of the Storm Herald Another good theme, giving a very Primal Magic feel. I could suggest Grassland as another terrain type, based on the power of the Tornado (Thunder Damage). Storm of Fury seems like a good concept, but I don't like the partial overlap; either make all the abilities unique or the same. The aura damage also seems somewhat arbitrary to me, and would make more sense to make it a die roll (start at 1d4/6, then improve at higher levels). Raging Storm doesn't specifically say while Raging, so I'm not sure if that's intentional or not, and Desert and Tundra seem... odd... if always on (especially outside combat). Path of the Zealot Not actually a fan of the theme, but I don't hate it. Divine Fury deals more damage than Storm of Fury (Storm Herald), but isn't choosy about hitting allies, which seems VERY inconsistent with a path based around groups/cults. Warrior of the Gods is an interesting rider ability, but can be annoying for some DMs. I really like Zealous Focus, because while it's strong, it has a drawback. Zealous Presence is also really good, but I might have limited it to allies within 60' that can hear you (since it's a primal cry). I'm a bit saddened by Rage Beyond Death, because I would rather have seen a Feat or something available to other classes & concepts, but it's a great ability. [/QUOTE]
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