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New Barbarian Primal Paths in November 7th Unearthed Arcana
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<blockquote data-quote="Chaosmancer" data-source="post: 7703321" data-attributes="member: 6801228"><p>Because I play Devil's Advocate for fun and being technically correct is the best form of correctness....</p><p></p><p>Technically they have two non-magic sub-classes. </p><p></p><p>Beserker from PHB and Battlerager from SCAG.</p><p></p><p></p><p></p><p></p><p>As for these new paths. I like them, but despite how much I want to love the Ancestral Guardian... I'm uncertain if I like it mechanically. Love it thematically, it's how I tend to think of Totem barbarians, but... maybe I've got too much of a concept in my head for me to appreciate the mechanics. 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, </p><p></p><p></p><p>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 </p><p></p><p>Storm herald is awesome, visually cool, and those 14th level abilities will keep enemies right where you want them, speed to 0, chance to prone, difficult terrain, </p><p></p><p>Not sure about desert and tundra being (2+lv)/4.... oh wait... is it (2+lv) divide total by 4 or is it 2+ (lv/4). The first equation is crap, you spend most of your time dealing 1 or 2 points and maxes at 5. The second is better with the early being 3 and 4, and maxing at 7 points. Not great, would still prefer a slightly higher number, but it's good.</p><p></p><p>It has to be the second, because the zealot gives 1d6+(lv/2), which even with the second storm equation is superior damage, for less range. Zealous focus is very interesting, chose to succeed a save, but lose rage until you take a short rest, and the rest of it is all good. </p><p></p><p>One of the best things, lore wise, about the Marked for Battle. True Ressurection brings back somehow 200 years dead, costs a 9th level slot, but no money. If you deity has a company of high level zealots they like being brought back for important battles every century or so.... It just has such a cool amount of lore to play with and helps parties who might run low on funds occasionally.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7703321, member: 6801228"] Because I play Devil's Advocate for fun and being technically correct is the best form of correctness.... Technically they have two non-magic sub-classes. Beserker from PHB and Battlerager from SCAG. As for these new paths. I like them, but despite how much I want to love the Ancestral Guardian... I'm uncertain if I like it mechanically. Love it thematically, it's how I tend to think of Totem barbarians, but... maybe I've got too much of a concept in my head for me to appreciate the mechanics. 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 Storm herald is awesome, visually cool, and those 14th level abilities will keep enemies right where you want them, speed to 0, chance to prone, difficult terrain, Not sure about desert and tundra being (2+lv)/4.... oh wait... is it (2+lv) divide total by 4 or is it 2+ (lv/4). The first equation is crap, you spend most of your time dealing 1 or 2 points and maxes at 5. The second is better with the early being 3 and 4, and maxing at 7 points. Not great, would still prefer a slightly higher number, but it's good. It has to be the second, because the zealot gives 1d6+(lv/2), which even with the second storm equation is superior damage, for less range. Zealous focus is very interesting, chose to succeed a save, but lose rage until you take a short rest, and the rest of it is all good. One of the best things, lore wise, about the Marked for Battle. True Ressurection brings back somehow 200 years dead, costs a 9th level slot, but no money. If you deity has a company of high level zealots they like being brought back for important battles every century or so.... It just has such a cool amount of lore to play with and helps parties who might run low on funds occasionally. [/QUOTE]
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New Barbarian Primal Paths in November 7th Unearthed Arcana
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