Path of the Amok (Barbarian Primal Path)

the Jester

Legend
Cross-posted to Reddit.

So the background on this is that, ever since 2e, my campaign has had barbarians who semi-worship/sort of appease/seek to emulate REALLY BIG MONSTERS, like the tarrasque and gargantua. Traditionally- in both 3e and 4e- as they got higher and higher level, they could grow into big building-breaking monsters, almost becoming kaiju themselves.

Last night a pc barbarian/fighter leveled up at the end of the game and told me that, until I convert that path to 5e, he's going to hold off on leveling as a barbarian. So I'm trying to do just that- and I'd love some feedback, especially on balance. It's pretty powerful, but costs extra rages to 'kaiju up' and deals exhaustion- hell, it might be overbalanced. Anyway, here's the first draft:

Path of the Amok
Some barbarians revere creatures of ultiimate destruction, such as the tarrasque and gargantua. The Path of the Amok takes such a barbarian down a road of devastation and destruction, a road that often leads to the crashing down of walls and the shattering of buildings. A barbarian who follows this path takes on magical abilities that let him grow to ever greater sizes.

RUN AMOK
While you are raging, you can use a bonus action to expend an additional use of your rage to run amok. When you do so, for the duration of your rage, you grow two size categories, to a maximum of Large. You must have sufficient room to enlarge unimpeded to run amok, and you cannot do so if you are charmed or frightened. While you are Large, the following effects apply (unless you were already Large or bigger before you ran amok):

  • Your melee reach increases by 5'.
  • Your melee weapon damage increases by one die.
  • You gain the Siege Monster trait. Your attacks do double damage to objects and structures.

When you stop running amok, you gain one level of exhaustion.

DESTRUCTIVE RAGE
While you are raging, you can use a bonus action to make a single melee attack against a structure or object.

AMOK GIANT

Starting at 10th level, when you rage, you can use a bonus action to expend one additional rage use to growing three size categories, to a maximum of Huge. If you do so, the following effects apply (unless you were already Huge or bigger before you ran amok):

  • If your type is Humanoid, it changes to Giant. If you are a Beast, your type changes to Monstrosity.
  • Your melee reach increases by 5'.
  • You rmelee weapon damage increases by two dice.
  • You gain the Siege Monster trait. Your attacks do double damage to objects and structures.
  • You are immune to the charmed and frightened conditions.

When you stop running amok at this size, you shrink back down to your normal size and gain two levels of exhaustion.

AMOK MONSTROSITY
Starting at 14th level, when you rage, you can use a bonus action to expend two additional rage uses to turn into an amok monstrosity, growing four size categories, to a maximum of Gargantuan. If you do so, the following effects apply (unless you were already Gargantuan before you ran amok):

  • Your creature type becomes Monstrosity unless you are undead or a construct.
  • Your melee reach increases by 10' (or by 5' if you were already Huge before you ran amok).
  • You rmelee weapon damage increases by three dice.
  • You gain the Siege Monster trait. Your attacks do double damage to objects and structures.
  • You are immune to the charmed and frightened conditions.
  • You cannot speak coherently.

When you stop running amok at this size, you shrink back down to your normal size and gain two levels of exhaustion.
 

log in or register to remove this ad

I am thinking the lvl 3 ability is a touch expensive.. compared directly to frenzy, you lose a very decent amount of per round damage to gain 5 ft reach (glaive does same)and gain potential bonus action use (none class provided) and double damage to inanimate objects.. and you spend two uses of a long rest ability...
My thoughts/Wish list
dropping the extra rage for lvl 3
spend all rage required to enter rage/running amok at same time, have extra Amok effects at end of turn (maintain damage parity with frenzy)
replace base rage with lvl 3 amok (to simplify things and make exhaustion easier to track)
 

I am thinking the lvl 3 ability is a touch expensive.. compared directly to frenzy, you lose a very decent amount of per round damage to gain 5 ft reach (glaive does same)and gain potential bonus action use (none class provided) and double damage to inanimate objects.. and you spend two uses of a long rest ability...

Ah, but the damage tradeoff isn't that simple, actually. Bear in mind that the extra damage for the amoker applies on each attack, so once you're 5th level you're getting it twice a round. So it actually (with the right weapon) comes out doing more damage (I think) after lvl 5. Compare a Str 20 berserker with a greataxe doing 3 attacks for 1d12+5 (total of 3d12+15, average 34) with an amoker doing two attacks for 2d12+5 each (total 4d12+10, average 36)- there's a slight edge to the amoker after level 5. I call that a wash overall on damage, with the reach giving the edge to the amoker.

Then again, a berserker gets improved damage resistance from rage while in a frenzy, which probably evens out with the reach + slight damage edge.

Another thing to note: when you're amok and huge or greater, you're immune to things that specifically target 'humanoids' such as hold person.
 

Berzerkers only get the bonus attack... at level 6 they get immunity to charm and fear and can break such by entering rage... but they get to choose the type of rage they enter.. so they don't have to take the exhaustion if they choose to forgo the bonus attack ability...
 

But that said, I will be running amok with craven... the mechanics are of lesser importance... lol... and the stats can be subject to change as long as he still gets bigger...
 

Pets & Sidekicks

Remove ads

Top