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<blockquote data-quote="Zardnaar" data-source="post: 9492251" data-attributes="member: 6716779"><p>World Tree</p><p></p><p> The World Tree adds a touch of support and control while raging. So it gets a big thumbs up in terms of something cool while raging.</p><p></p><p>Level 3 Vitality of the tree. </p><p></p><p>You Gan temport hit pits equal to your barbarian level. Additionally an ally gains report hit points (generally 2d6-4d6). Fairly simple not as good as more damage but you effect yourself and someone else. </p><p></p><p> Level 6 Branches of the Tree. </p><p> The crowning achievement of this archetype. At first glance you can teleport a creature beside you if they fail a saving throw. In effect this potentially gives ou an extra 30' of reach. This ability also works on allies as well. If a barbarian can't get into melee their damage tends to drop dramatically.</p><p></p><p> However you can also drop the opponent off a cliff, into a zone effect or pit trap. A flying barbarian can also drop the opponent which knocks them prone, 0 movement rate and then you can swoop in gaining advantage. Only real downside is it's a strength saving throw and it uses your reaction. This ability is great and potentially encount dominating depending on terrain, species and encounter design. It's great. Mortal Kombat get over here.</p><p></p><p>Level 10 Battering Roots. In effect you gain two more weapon masteries. Push or Topple and whatever ability your weapon has. Can combine with branches of the tree. Dual wielding light weapon barbarian?</p><p></p><p>14. Travel along the tree. </p><p> Bonus action rage plus long range misty step. That you can combine with your level 6 and 10 abilities. And you can keep using it every round. By now rage is more or less every encounter.</p><p></p><p> Well derp. Overall a great package married to a very strong base class. Utility and control with a very high power level. I'm going to give it an S tier. It's a great subclass top to bottom.</p><p></p><p>Zealot</p><p> The previous Barbarions add a touch of stiker, utility, and control to each archetype. The zealot gets a little bit of striker and support. </p><p></p><p>Divine Fury. Level 3</p><p> Nominally similar to the berzerker but averages out around half the berzerkers bonus damage. Necrotic ad espicially radiant may have other uses eg Zombies or Vampires. Strictly inferior but you also get.....</p><p></p><p>Warrior of the God's. Level 3</p><p> You gain some extra d12s to heal with. Starts off at 4 bit you don't get very many and they're long rest. Kind of pitiful compared with second wind. At low levels though it's very good relative to your hit point total. A level 3 barbarian might have around 30 ho and you have around 26 more available. Scaes poorly but decent when you need them the most. </p><p></p><p>Fanatical Focus level 6.</p><p> Reroll a save with a +2-4 bonus level 1-11. Less situational than the other barbarians ability except World Tree. Nice but still situational. Better than a poke in the eye with a sharp stick. </p><p></p><p>Level 10 Zealous Presence. </p><p> Advantage for you allies refreshes on a long rest pr if you sacrifice a rage. With 4 rages available when you get it and refresh one per short rest you have a few to go around. Nice alternative to rage as well eg a ranged encounter. </p><p></p><p>Rage of the God's level 14. </p><p></p><p> You gain flight. Weaker than say the wild heart. 3/4 Barbarians gain a massive mobility upgrade at this level. Great ability. </p><p></p><p></p><p> Overall the zealot gains a lot of good abilities and none of them are mediocre except maybe the level 6 one. 3/4 Barbarians are in the same boat. Overall I'm going to give it an A.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 9492251, member: 6716779"] World Tree The World Tree adds a touch of support and control while raging. So it gets a big thumbs up in terms of something cool while raging. Level 3 Vitality of the tree. You Gan temport hit pits equal to your barbarian level. Additionally an ally gains report hit points (generally 2d6-4d6). Fairly simple not as good as more damage but you effect yourself and someone else. Level 6 Branches of the Tree. The crowning achievement of this archetype. At first glance you can teleport a creature beside you if they fail a saving throw. In effect this potentially gives ou an extra 30' of reach. This ability also works on allies as well. If a barbarian can't get into melee their damage tends to drop dramatically. However you can also drop the opponent off a cliff, into a zone effect or pit trap. A flying barbarian can also drop the opponent which knocks them prone, 0 movement rate and then you can swoop in gaining advantage. Only real downside is it's a strength saving throw and it uses your reaction. This ability is great and potentially encount dominating depending on terrain, species and encounter design. It's great. Mortal Kombat get over here. Level 10 Battering Roots. In effect you gain two more weapon masteries. Push or Topple and whatever ability your weapon has. Can combine with branches of the tree. Dual wielding light weapon barbarian? 14. Travel along the tree. Bonus action rage plus long range misty step. That you can combine with your level 6 and 10 abilities. And you can keep using it every round. By now rage is more or less every encounter. Well derp. Overall a great package married to a very strong base class. Utility and control with a very high power level. I'm going to give it an S tier. It's a great subclass top to bottom. Zealot The previous Barbarions add a touch of stiker, utility, and control to each archetype. The zealot gets a little bit of striker and support. Divine Fury. Level 3 Nominally similar to the berzerker but averages out around half the berzerkers bonus damage. Necrotic ad espicially radiant may have other uses eg Zombies or Vampires. Strictly inferior but you also get..... Warrior of the God's. Level 3 You gain some extra d12s to heal with. Starts off at 4 bit you don't get very many and they're long rest. Kind of pitiful compared with second wind. At low levels though it's very good relative to your hit point total. A level 3 barbarian might have around 30 ho and you have around 26 more available. Scaes poorly but decent when you need them the most. Fanatical Focus level 6. Reroll a save with a +2-4 bonus level 1-11. Less situational than the other barbarians ability except World Tree. Nice but still situational. Better than a poke in the eye with a sharp stick. Level 10 Zealous Presence. Advantage for you allies refreshes on a long rest pr if you sacrifice a rage. With 4 rages available when you get it and refresh one per short rest you have a few to go around. Nice alternative to rage as well eg a ranged encounter. Rage of the God's level 14. You gain flight. Weaker than say the wild heart. 3/4 Barbarians gain a massive mobility upgrade at this level. Great ability. Overall the zealot gains a lot of good abilities and none of them are mediocre except maybe the level 6 one. 3/4 Barbarians are in the same boat. Overall I'm going to give it an A. [/QUOTE]
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