I'll keep your thoughts in mind and bump up possessed-style Barbs on my to-do list.
I'll keep your thoughts in mind and bump up possessed-style Barbs on my to-do list.
"I am a Dwarf! My honour is my life and without it I am nothing. I shall become a Slayer. I shall seek redemption in the eyes of my ancestors. I shall become as death to my enemies, until I face he that takes my life and my shame."Is this Warhammer? I don't actually know like anything about WH Fantasy
Lexicanum said:Dwarfs are above all very proud individuals and do not cope easily with failure or personal loss. Should a Dwarf suffer some terrible personal tragedy, he will be inconsolable. The loss of his family, his hoard, or failure to uphold a promise can seriously unhinge the mind of any Dwarf. Young Dwarfs forsaken in love often never recover from the blow to their pride. Whatever the cause, Dwarfs who have suffered what they perceive to be a serious loss of honour will often forsake the fellowship of their family and friends for a life of self-imposed exile. These Dwarfs become Slayers.
Leaving their home stronghold as far behind as possible, they wander in the wilderness brooding on the misery of existence. Having broken with everything he holds dear, the Dwarf deliberately seeks death by hunting out and fighting large monsters. They are stern and laconic individuals, not much given to talking about themselves, and they tend to be horribly scarred as a result of their encounters with trolls, giants, dragons and other monsters.
Well, this is Warhammer Fantasy.Yeah, this is pretty fitting.
Although in Clanless's case it's supposed to be less a common cultural quirk and more a personal aberration. You're not supposed to go around death-seeking and wearing an assumed name that's essentially an "I have committed a terrible crime" badge.
1) She has a lot of unused actions. Her bonus action serves once, to activate her rage, her reaction serves for AoO as normal, and that's all. She just acts on her turn, hitting once (soon twice). This feels like a waste.
2) She can't spike. I realize that this is kind of the Barbarian's deal, consistent damage output without the ability to nova, but there is some kind of pervasive frustration to being unable to react to circumstances that would mandate "throw everything at this guy right now."
3) I rarely have to make choices, so it feels like I'm playing an automated script sometimes. I will note, however, that in the past few sessions this has proven a huge boon, as I can play Clanless on my phone while playing, say, any caster would be tremendously harder.
The one interesting thing I thought was this Runescarred Path, an adaptation of a 3.5 Prestige Class, but it's... Imperfect. Don't give flat +1s to AC, man. And 5e normally avoids stuff like "takes ten minutes to prepare" in favor of coding things in short/long-rest. And is it a good idea to give the Barbarian Shield of Faith and False Life?
This shouldn't really be a problem, if you can get the flavour right. Both Monks and Battlemasters functionally have access to short-rest spells like a Warlock – they just refer to their Spell Slots as "Ki Points" and "Superiority Dice" specifically, and the Spells are things like "Dodge as a bonus action". Hell, some Monk Ways straight-up offer you spells for Ki, anyway. It's just about making sure it's balanced and suits the flavour.The Fighter and the Rogue both have a spellcasting archetype. The Barbarian doesn't, ostensibly because you can't cast spells while raging, and because it aims for a different flavor - the Totem Warrior can cast a very few spells as rituals, which grants some flavor and utility while keeping his magic strictly out of combat.
I think there was a deliberate effort by the developers to make sure that it was possible to play the Fighter as a straightforward, hard-hitting class with few consumable resources which you could play by just saying "I hit him with my sword!" and seeing the dice roll.This shouldn't really be a problem, if you can get the flavour right. Both Monks and Battlemasters functionally have access to short-rest spells like a Warlock – they just refer to their Spell Slots as "Ki Points" and "Superiority Dice" specifically, and the Spells are things like "Dodge as a bonus action". Hell, some Monk Ways straight-up offer you spells for Ki, anyway. It's just about making sure it's balanced and suits the flavour.
(runescarred path is fine for flavour, it's just lacking in mechanical execution)
In fact, looking at every non-core Fighter Archetype, I'm increasingly convinced that Superiority Dice should have been a core feature with two or three of the simpler Maneuvers – then key the different Fighter Archetypes on how they spend their Superiority dice, by offering new options suited to the build. Replace Battlemaster with Warlord, and give it extra Superiority Dice and the "order people around" Maneuvers like Rally and Commanding Strike.
I think there was a deliberate effort by the developers to make sure that it was possible to play the Fighter as a straightforward, hard-hitting class with few consumable resources which you could play by just saying "I hit him with my sword!" and seeing the dice roll.
If that's a real concern - if it's indeed an approach that resonates with player needs - then I can understand that approach. But yeah, I'd have preferred for maneuvers to have been a core fighter concept.
Hmmm.(runescarred path is fine for flavour, it's just lacking in mechanical execution)
This just gave me a terrible, bad, awful(-y hilarious) idea.I had a go at making a Barbarian third-caster in the style of the Eldritch Knight and Arcane Trickster, thoughts?
The Homebrewery - NaturalCrit
The level basic feature is okay, the resistance is kind of iffy considering that the other stuff is only gained while raging and I think 3 attacks at level 5 break the game balance as you deal 6d6+12+3d4+6 damage aka a average per turn damage of 46.5 Damage for the whole time that you are raging. As while the Berserker gets it earlier he gets less of a bonus, and gets exhaustation which requires a long rest to remove.This is my first attempt at 5e homebrew, and criticism would be welcome. I probably made this on the OP side, to be honest.
New Primal Path: Path of the Jotunborn
"It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron."
The giant-slayer's path is also the giant-kin's path, an ambiguity at the heart of all Jotunborn practice. Rare are those who walk this path with forethought and calculus. Many are northern people who lost family or village to giants, and swear to learn how to fight them toe to toe out of a thirst for revenge. A few are protégés of giants, who had no choice but to learn to fight with their own tools. Perhaps most simply feel in their blood the echoing blood of ancient titanic ancestors, and are driven to master weapons made for no mortal hand.
The Jotunborn are those barbarians who seek to channel their frenzied strength into the use of weapons too large for a normal humanoid. Such arms must often be wrested from the dead hands of a giant for, or earned by their good will. For this reason, the Jotunborn are more than a strange clique obsessed with very large swords; they are a strange people, who have made themselves kin to giants whether these wanted it or not. They walk wild, untamed places, and seek out towering beasts that can only be defeated through such great weapons as they wield.
Many die young, in their formative years, still learning the awkward swings of their graceless weapons. Those that endure grow strange to men, their skin taking pale blue hues or their beards growing wild and fiery red, their shoulders too broad, their bearing too lofty. Those perhaps may earn a place in the Ordning, and the respect of giants.
Sidebar: Oversized Weapons
Even the strongest human warrior, whose strength equals that of the giants, may not properly wield a giant's sword. Beyond weight, the weapon's shape, balance and grip are simply not made for a human hand, a human arm. By default, no one can wield a weapon made for massive creatures, except perhaps as an improvised weapon.
Some classes or archetypes may grant proficiency in oversized weapons. This grants a character the ability to wield weapons designed for Large humanoids. In this case, use the traits of the normal heavy weapon that most closely resembles it; special benefits for using such weapons are granted by the archetype itself, rather than as innate features of the weapon. Although such weapons may be as long as a human polearm and more massive, awkwardness of use and leverage prevents medium-sized users from enjoying their full reach and damage.
At the DM's discretion, oversized weapons may extend to cover one-handed weapons designed for Huge creatures, or even larger weapons, should they like the thought of players toting around a sword three times their size. This is an aesthetic choice, and does not affect the benefits and drawbacks of using such a weapon.
Jotungrip
Starting when you choose this path at 3rd level, you gain proficiency with oversized weapon. You suffer disadvantage on attack rolls using them, except when raging, where you instead inflict an additional 1d4 damage on successful hits. This additional damage is considered a damage die of the weapon, and is doubled on critical hits. Each level of Brutal Critical you possess adds a further 1d4 to the damage of your critical hits, on top of its normal benefits.
Waste-Walker's Endurance
Having begun her journey in emulating the strength of giants, the Jotunborn exposes herself to harsh elements and difficult terrain. Starting when you choose this path at 3rd level, you and your group no longer treat mountainous terrain as difficult for the purposes of travel. Furthermore, you gain resistance to one of the following: cold, fire or lightning damage, in emulation of frost, fire or storm giants respectively.
Giant-Mauler's Onslaught
Upon reaching 6th level, you have learned the ferocious tenacity necessary in fighting massive, resilient opponents; one cannot let go until they are dead. When you use the Attack action and perform a reckless attack, using an oversized weapon, aiming all your allowable attacks at the same creature, you may perform another attack as a bonus action against the same target.
High Ordning
Starting at 10th level, the giants' strength is apparent in your blood, and all who see you recognize you as one who has learned to fight monsters. When you awaken from a long rest, you are under the effects of a sanctuary spell which only affects creatures of size Huge or larger and of Intelligence 6 or higher - and which is only broken if you attack such a creature. The save DC for this spell is 8 + your Strength modifier + your proficiency bonus.
Furthermore, you learn to speak Giant if you did not already know it. When interacting with Giants, you gain double your proficiency bonus on Wisdom (Insight), Charisma (Persuasion) and Charisma (Intimidation) checks, instead of whatever proficiency bonus you would normally apply.
Titan's Fall
When you reach 14th level, you learn to channel momentous strength in a single titan-slaying blow. When you are raging and have advantage on attack made with an oversized weapon against an enemy within 5 feet, you may choose not to roll, and instead treat the attack as if you had rolled a natural 20. You must have a short or long rest before you can use this effect again, and as soon as you come out of your rage you suffer one level of exhaustion.
I think you're overestimating the reliability of the third attack. It's intended to incentivize you to focus on attacking big bosses or uninjured enemies first, which is tactically limiting; when fighting weaker opponents they will often die on your first or second attack, especially if they are already wounded, in which case your action will go to waste.The level basic feature is okay, the resistance is kind of iffy considering that the other stuff is only gained while raging and I think 3 attacks at level 5 break the game balance as you deal 6d6+12+3d4 damage aka a average per turn damage of 40.5 Damage for the whole time that you are raging.
Exept for entering rage no class feature of the Barbarian uses a bonus action in that archetype so its just the regular stuff that is fairly limited and mainly a argument agaisnt DW and multiclassing.I think you're overestimating the reliability of the third attack. It's intended to incentivize you to focus on attacking big bosses or uninjured enemies first, which is tactically limiting; when fighting weaker opponents they will often die on your first or second attack, especially if they are already wounded, in which case your action will go to waste.
It's also a bonus action, which has a lot of competition.
Anyone have any official 3.5 rulings on Monk fist advancement past 20th level? the SRD claims it ends at level 20, but i'm pretty sure other sources have said otherwise...