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New Barbarian Primal Paths in November 7th Unearthed Arcana
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<blockquote data-quote="Jester David" data-source="post: 7703482" data-attributes="member: 37579"><p><strong><u>Barbarian Thoughts</u></strong></p><p></p><p></p><p>In general, that's a lot of magic. It might be nice to have another mundane barbarian option, but I imagine that's the berzerker. </p><p></p><p></p><p><strong>Ancient Guardians.</strong> This is a pretty cool idea. Ancestor worship is a trope for barbarian tribes, and you can imagine the spirits of the dead assisting the champion of the tribe. The story works. </p><p>And the role of the subclass is also tight: it's the defender barbarian. It's a little less durable than the bear totem, but it's sticky and can assist its allies. </p><p>I enjoy the flavour power of consulting with the spirits at 10th level. It's a neat little power that really works with the story of the subclass, and makes this more than "just the barbarian that tanks". </p><p></p><p></p><p><strong>Storm Herald. </strong>The aura barbarian. Funky. I suppose it's a good nature-based option. It works. </p><p>The differences in damage and effect at 3rd level between desert, sea, and thundra seem unnecessary. I'd have the effect the same and just change damage type based on type (like the dragon sorcerer). A swamp version with poison would be nice as well. 2 + (barb level/4) is also annoying. Just make it 2 damage and increase at higher levels (like the lightning version). Maybe 1d4 + ½ proficiency. Or bumped to 2d4 at level 8 and 3d4 at level 16.</p><p></p><p></p><p><strong>Zealot. </strong>Initially odd. My first thought was they were mashing up barbarian with the divine (like they also did with wizards). A holy barbarian rather than nature/druid one. But it works, especially with Forgotten Realms. Wulfgar in the Drizzt novels is found of crying "Tempus!" Following the war god or barbarian god works, as would orc deities (which they're really trying to push to differentiate D&D's orcs). I can also totally envision this as a Spartan. </p><p>Being able to be restored to life for "free" is pretty awesome. On paper. In practice, a player could just bring in "Bob the Berzerker the #th" after each death. So it's not that dramatic. Great for organized play though. </p><p>Other than the radiant damage in the first power, this path could be flavoured nicely as either magical or nonmagical (a Thaneborn type build). I'd rework the 3rd level option for that reason. Do double duty with one subclass.</p><p>I love the ability to just stay alive while raging but die when you calm down. (On paper anyway. See below.) That's iconically barbarian. I'd almost prefer to get a weaker version sooner (stay upright but drop & die after 3 failed saves) and then have the high level version be a buff. </p><p>RAW it's actually not that impressive, since each hit is still a failed death save; because you're fighting and more likely to be taking hits, you're typically going to "die" in under a round. The power should really be called "Dead Man Walking". And you can't *choose* to use it like so many other powers. You just don't go down.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7703482, member: 37579"] [B][U]Barbarian Thoughts[/U][/B] In general, that's a lot of magic. It might be nice to have another mundane barbarian option, but I imagine that's the berzerker. [B]Ancient Guardians.[/B] This is a pretty cool idea. Ancestor worship is a trope for barbarian tribes, and you can imagine the spirits of the dead assisting the champion of the tribe. The story works. And the role of the subclass is also tight: it's the defender barbarian. It's a little less durable than the bear totem, but it's sticky and can assist its allies. I enjoy the flavour power of consulting with the spirits at 10th level. It's a neat little power that really works with the story of the subclass, and makes this more than "just the barbarian that tanks". [B]Storm Herald. [/B]The aura barbarian. Funky. I suppose it's a good nature-based option. It works. The differences in damage and effect at 3rd level between desert, sea, and thundra seem unnecessary. I'd have the effect the same and just change damage type based on type (like the dragon sorcerer). A swamp version with poison would be nice as well. 2 + (barb level/4) is also annoying. Just make it 2 damage and increase at higher levels (like the lightning version). Maybe 1d4 + ½ proficiency. Or bumped to 2d4 at level 8 and 3d4 at level 16. [B]Zealot. [/B]Initially odd. My first thought was they were mashing up barbarian with the divine (like they also did with wizards). A holy barbarian rather than nature/druid one. But it works, especially with Forgotten Realms. Wulfgar in the Drizzt novels is found of crying "Tempus!" Following the war god or barbarian god works, as would orc deities (which they're really trying to push to differentiate D&D's orcs). I can also totally envision this as a Spartan. Being able to be restored to life for "free" is pretty awesome. On paper. In practice, a player could just bring in "Bob the Berzerker the #th" after each death. So it's not that dramatic. Great for organized play though. Other than the radiant damage in the first power, this path could be flavoured nicely as either magical or nonmagical (a Thaneborn type build). I'd rework the 3rd level option for that reason. Do double duty with one subclass. I love the ability to just stay alive while raging but die when you calm down. (On paper anyway. See below.) That's iconically barbarian. I'd almost prefer to get a weaker version sooner (stay upright but drop & die after 3 failed saves) and then have the high level version be a buff. RAW it's actually not that impressive, since each hit is still a failed death save; because you're fighting and more likely to be taking hits, you're typically going to "die" in under a round. The power should really be called "Dead Man Walking". And you can't *choose* to use it like so many other powers. You just don't go down. [/QUOTE]
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