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The Dino-barian - A new barbarian path
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<blockquote data-quote="Hawk Diesel" data-source="post: 6999963" data-attributes="member: 59848"><p>Given the way magic items are handled in 5e, this shouldn't be an automatic assumption that characters will have access to magical items, and thus shouldn't be a factor in balancing a class. In a magic heavy world, this character might be a bit worse off, but just as easily get items meant for druids that maintain their bonus or specifically provide their bonus during wildshape. On the other hand, in a magic poor world, this ability allows the barbarian to outshine other classes in damage potential and damage absorption.</p><p></p><p></p><p></p><p>Sorry, but this is just plain wrong. Most barbarians only get two attacks with Extra Attack. Frenzy Barbarians get an additional attack as a bonus action, but must suffer a level of exhaustion for it, and Battlerage Barbarians get one that only deals 1d4+strength. Yours gets 2 with Extra Attack, a bonus action attack equal to a greataxe without the same penalty as the Frenzy Barbarian, and a potential attack against a different enemy from the bite attack with what is equivalent to a longsword. Already, your barbarian overshadows the others in terms of potential damage output.</p><p></p><p>Now add in the wildshaping into a T-Rex. Let's assume you already have 20 strength by this point. Your normal attack bonus will be +10, and your damage bonus with rage is +8. Going into T-Rex form, you suddenly get an attack bonus of +12, with a damage bonus of +10 including rage. On top of that, you get two attack modes (bite and tail) which you can use multuiattack to attack with both as an action. The bite is going to deal 4d12+10 damage. Brutal critical is maximized because you get to use the highest possible damage dice. The second attack is 3d8+10 damage. In one round, you are dealing the equivalent of 4 greatsword attacks and 3 longsword attacks. Yes, technically you have fewer attacks than you would without wildshaping (but still just as many as most other barbarians), but you get a bonus to hit and with reckless attack your chances of striking are even better.</p><p></p><p></p><p></p><p></p><p>Yes, your AC does suffer. But given you are wildshaping, you maintain your mental scores and class abilities. This means you are gaining your resistances from rage, the potential for LOTS temp HP, and a wildshape HP pool that multiplies based on the number of rages you have.</p><p></p><p></p><p></p><p></p><p>This may be legitimate, but still depends on play style. The ability becomes useless in dungeon crawls and tavern brawls, but is stupidly powerful out in the open with the only limit being how much space is there and how many rages you have left. And you still get more attacks and damage potential than most other barbarians even without the abilit</p><p></p><p></p><p></p><p></p><p>It is the Barbarian God of both DPS and Tanking. The first two abilities of the class seem legit (minus feast of the fallen). But as I mentioned before, following in the structure of the PHB archetypes, level 10 is a ribbon/RP ability, and level 14 adds an additional combat option. Both of your level 10 and 14 abilities outshine any presented in the other archetypes.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6999963, member: 59848"] Given the way magic items are handled in 5e, this shouldn't be an automatic assumption that characters will have access to magical items, and thus shouldn't be a factor in balancing a class. In a magic heavy world, this character might be a bit worse off, but just as easily get items meant for druids that maintain their bonus or specifically provide their bonus during wildshape. On the other hand, in a magic poor world, this ability allows the barbarian to outshine other classes in damage potential and damage absorption. Sorry, but this is just plain wrong. Most barbarians only get two attacks with Extra Attack. Frenzy Barbarians get an additional attack as a bonus action, but must suffer a level of exhaustion for it, and Battlerage Barbarians get one that only deals 1d4+strength. Yours gets 2 with Extra Attack, a bonus action attack equal to a greataxe without the same penalty as the Frenzy Barbarian, and a potential attack against a different enemy from the bite attack with what is equivalent to a longsword. Already, your barbarian overshadows the others in terms of potential damage output. Now add in the wildshaping into a T-Rex. Let's assume you already have 20 strength by this point. Your normal attack bonus will be +10, and your damage bonus with rage is +8. Going into T-Rex form, you suddenly get an attack bonus of +12, with a damage bonus of +10 including rage. On top of that, you get two attack modes (bite and tail) which you can use multuiattack to attack with both as an action. The bite is going to deal 4d12+10 damage. Brutal critical is maximized because you get to use the highest possible damage dice. The second attack is 3d8+10 damage. In one round, you are dealing the equivalent of 4 greatsword attacks and 3 longsword attacks. Yes, technically you have fewer attacks than you would without wildshaping (but still just as many as most other barbarians), but you get a bonus to hit and with reckless attack your chances of striking are even better. Yes, your AC does suffer. But given you are wildshaping, you maintain your mental scores and class abilities. This means you are gaining your resistances from rage, the potential for LOTS temp HP, and a wildshape HP pool that multiplies based on the number of rages you have. This may be legitimate, but still depends on play style. The ability becomes useless in dungeon crawls and tavern brawls, but is stupidly powerful out in the open with the only limit being how much space is there and how many rages you have left. And you still get more attacks and damage potential than most other barbarians even without the abilit It is the Barbarian God of both DPS and Tanking. The first two abilities of the class seem legit (minus feast of the fallen). But as I mentioned before, following in the structure of the PHB archetypes, level 10 is a ribbon/RP ability, and level 14 adds an additional combat option. Both of your level 10 and 14 abilities outshine any presented in the other archetypes. [/QUOTE]
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