D&D 5E Requesting help building a barbarian

ElterAgo

Explorer
Heyo folks. We ended last session in the middle of the BBEG fight. There is an excellent chance my goblin rogue will kick the bucket next session. So I'm working on the next PC. heading for something completely different, I'm thinking barbarian. Big-Stick-Smash-Brutus! We will be re-starting at 4th or 5th level for the next adventure.

Race: Leaning toward Bugbear. The in-game intro story would be an easy, "I have come to find out why Larry hasn't returned yet." However, I could probably be talked into something else if there is enough reason.
Primal Path: Path of the Ancestral Guardian, Path of the the Zealot, and Path of Wild Magic all sound interesting. How do they work out in game.
Multi-Classing: I usually do take a dip into another class. Not sure how needed or even helpful it would be for this. What do you think?

Other suggestions? Anything that would give a stacking bonus to the unarmored & shield AC?
 

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Heyo folks. We ended last session in the middle of the BBEG fight. There is an excellent chance my goblin rogue will kick the bucket next session. So I'm working on the next PC. heading for something completely different, I'm thinking barbarian. Big-Stick-Smash-Brutus! We will be re-starting at 4th or 5th level for the next adventure.

Race: Leaning toward Bugbear. The in-game intro story would be an easy, "I have come to find out why Larry hasn't returned yet." However, I could probably be talked into something else if there is enough reason.
Primal Path: Path of the Ancestral Guardian, Path of the the Zealot, and Path of Wild Magic all sound interesting. How do they work out in game.
Multi-Classing: I usually do take a dip into another class. Not sure how needed or even helpful it would be for this. What do you think?

Other suggestions? Anything that would give a stacking bonus to the unarmored & shield AC?
Re: multi-classing: keep in mind you can neither cast nor concentrate while raging, so spellcasting just doesn't mesh with barbarian-ing. There are some builds that work, but most aren't really better than the first 10 levels of barbarian.

After level 10 then you'll want to evaluate whether you want to continue with barbarian levels or go another route.
 

Mort

Legend
Supporter
You definitely don't want to multiclass anywhere in the first five levels - that delays extra attack. Level 6 is a subclass feature, usually not great to delay that. After that, some fighter in the mix works well. Rogue is not easy because it's Dex based, and as said above casters are problematic.

Zealot is a straightforward subclass with good damage and the benefit of being very hard to permanently kill.

Ancestral Guardian is a good defender if that's what you want for your barbarian. BUT if there are a lot of encounters rage goes quick she then you can't do your schtick.

I REALLY dislike the path of Wild Magic. None of the 3rd level features are all THAT great and because they are 100% random you can't count on getting the one you need regardless - is just terrible. The 6th level feature is decent but doesn't make up for the awfulness of the 3rd level one, IMO.
 


doctorbadwolf

Heretic of The Seventh Circle
I’ve honestly never regretted multiclassing 1 level of fighter before level 5, and then another as soon as I have extra attack. IME that one level of extra waiting is trivial, and level 1 fighter gives a fighting style, Second Wind, and all the proficiencies (which I usually don’t put much importance on outside fulfilling a concept).

That being said, the Zealot is the most fun of those three, IME.
 

greg kaye

Explorer
With int 13 you could start with 3 levs of artificer for hulk smash gauntlets. They would give opponents disadvantage in hitting anyone but you and, if you don't reckless, they wouldn't have advantage on you. A real taunt tank, Banner style. =D
With bugbear you could hit opponents to give them diadvantage at distance then, if they didn't have reach, they'd have to move to hit you and perhaps give opportunity attacks.
 



You definitely don't want to multiclass anywhere in the first five levels - that delays extra attack. Level 6 is a subclass feature, usually not great to delay that. After that, some fighter in the mix works well. Rogue is not easy because it's Dex based, and as said above casters are problematic.
I have experimented a bit with barbarian multiclassing rogue. It works very fine from level 2 and beyond.

The trick is making use of reckless attack and sneak attack using two short swords while raging. Nothing in the rogue says, that you need to use dex for attack. Str works fine. If you really need more AC you can also use a shield and only one short sword. You might also wear a chain shirt, as you might get better AC with medium armor than with unarmed attack, as your dex might likely be 14 or lower. You will be great at grappling and sneaking and surprising enemies. Especially as a bugbear, even if your dex is lower than str.

It really does not matter how you take your next levels. Every level of rogue or barbarian adds to your damage output.

As subclasses, you might find assassin synergetic with surprise attack, but swashbuckler will get you better movement around the battlefield. Most likely you will stay at 3 or 5 for sneak attack damage and probably uncanny dodge to be nearly untouchable from single attacks.

As barbarian subclass, I'd favour totem warrior, maybe with elk or eagle totem if you want to dash through the battlefield or bear if you really want to be untouchable.

Path of the ancestral guardian might be great fun too, if you want to have the enemy focussed on you and not your team.. Might really play well with swashbuckler.

And zealot extra damage stacks nicely with sneak attack and ambush from assassin and bugbear.
 
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If you really need more AC you can also use a shield and only one short sword.
Rapier is better under those circumstances.
Path of the ancestral guardian might be great fun too
One of the issues in pumping up AC is, depending on your DM, it may cause enemies to ignore the barbarian and attack squishier targets. CRPGs, like BG3, are particularly prone to this. The ancestral guardian gets round this drawback for a high AC barbarian.

Alternatively, ignore AC and pump up other defences instead.
 

greg kaye

Explorer
Path of the ancestral guardian might be great fun too, if you want to have the enemy focussed on you and not your team.. Might really play well with swashbuckler. ...
omg, that's awesome. You hit while raging to give disadvantage via ancestral protectors. Even without swashbuckler, you can cunning action disengage leaving opponents with disadvantage and (barb5) even go, try and hit someone else. (Allies next to the hit opponent or who can get next to them before their turn will get opportunity arracks if the opponent pursues). With swashbuckler3 you can, Fancy Footwork, ... slip away without opportunity attacks from creatures you attacked. You could then cunning action dash with the likely result that, at best, they could just dash to get to a space where they threatened you. Otherwise, they might then be limited to ranged attacks - if they had them. Other otherwise, they might alternatively try to retreat (if there weren't obstacles preventing such movement) but your own ranged attacks could sustain your rage while closing back in on them again.
Bugbear is great but, with cunning action dash, even halfling, with ability to move through opponent's spaces, might be workable. Who needs to tank when you can force your opponents to pursue you away from your allies?
 


greg kaye

Explorer
Mau Glee, my raised by wolves, Chultan, halfling barb3/druid6/cleric1, was flavourfully suboptimal.
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For optimisation it would have been better to have stuck to 14 dex, sought a breast plate (over than Kiplingesk nakedness), gone for a single weapon rapier (over clawlike, dual wielded shortswords), gone ancestral guardians (over totem wolf), gone rogue for things like cunning action and, if wanted, opted for (nature) cleric for the out of combat spells.
(The dexterity saving throws only applied with barbarian danger sense).
 
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You definitely don't want to multiclass anywhere in the first five levels - that delays extra attack. Level 6 is a subclass feature, usually not great to delay that. After that, some fighter in the mix works well. Rogue is not easy because it's Dex based, and as said above casters are problematic.

Zealot is a straightforward subclass with good damage and the benefit of being very hard to permanently kill.

Ancestral Guardian is a good defender if that's what you want for your barbarian. BUT if there are a lot of encounters rage goes quick she then you can't do your schtick.

I REALLY dislike the path of Wild Magic. None of the 3rd level features are all THAT great and because they are 100% random you can't count on getting the one you need regardless - is just terrible. The 6th level feature is decent but doesn't make up for the awfulness of the 3rd level one, IMO.
None of the wild magic options are that bad either and leads to making different choices than the usual barbarian action tree which is basically a line.
They also actually get a usable non combat feature at level 3 that isn't tied to rage use. At lv 6 they get another non rage feature that is ...really good once you combine it with someone with GWM/SS or have someone who can stretch out spell slot economy.
 

Mort

Legend
Supporter
None of the wild magic options are that bad either and leads to making different choices than the usual barbarian action tree which is basically a line.
They also actually get a usable non combat feature at level 3 that isn't tied to rage use. At lv 6 they get another non rage feature that is ...really good once you combine it with someone with GWM/SS or have someone who can stretch out spell slot economy.

I agree that the level 6 feature is good and very party friendly, which is great for a barbarian.

But, for me, the level 3 feature is just too random (and yes that's the point, it's "wild magic" after all). I suppose if the player likes the challenge of having to adapt their strategy depending on a die roll, it could be interesting. But for me, it would get frustrating fast.
 




I agree that the level 6 feature is good and very party friendly, which is great for a barbarian.

But, for me, the level 3 feature is just too random (and yes that's the point, it's "wild magic" after all). I suppose if the player likes the challenge of having to adapt their strategy depending on a die roll, it could be interesting. But for me, it would get frustrating fast.
That's fair. Randomized features has a strong love/hate factor for individual or even tables. For me it was the only non hyper niche barb I've played (like the AG archer or beast XCOM fighter) that didn't grow stagnant by lv ~8.
 

None of the wild magic options are that bad either and leads to making different choices than the usual barbarian action tree which is basically a line.
They also actually get a usable non combat feature at level 3 that isn't tied to rage use. At lv 6 they get another non rage feature that is ...really good once you combine it with someone with GWM/SS or have someone who can stretch out spell slot economy.
Wild Surge really needs damage scaling to stay relevant at higher levels.
Even just adding an extra die to all the damage effects at Level 10 would help immensely.
 

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