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View Full Version : D&D 5e/Next Rage Reborn, a Barbarian remix



Amnoriath
2015-07-16, 02:04 PM
Now you are probably going to ask why did I redo the Barbarian? It has some of the best 1st level battle features you can ask for along with some of the best tanking, advantage on a few key Dexterity checks, and decent damage as well as a feature that would almost guarantee a hit. Well what I first and last said was the keys. This made Barbarians a major dip for any other melee character in the game and well the rage itself didn't get much better. Being advantage it didn't stack and since it doesn't have expertise Rogues actually were better at Athletics in the mid to high level than a raging Barbarian. Never mind one who got advantage. Again Reckless Attack was an amazing low level ability as AC's were more difficult to break, but at mid to high levels attacking became easier and in certain creatures or characters advantage against you scaled far better than what advantage gave you. For damage well a Berserker who had a constant means to ignore exhaustion that constantly got himself in the fray could compete if not out damage a Fighter but a Totem Warrior and a Berserker that could not didn't. Being a bonus rage never could get the return attacks could and the Paladin could just summon big hits while you had to pray to your d20 with Reckless Attack. Then finally even the Fighter could customize a little with the Fighting styles, only the Totem Warrior had that luxury. As such I reordered to make it a little less front loaded and more customizable.

Amnoriath
2015-07-16, 02:12 PM
Barbarian



Level
Proficiency Bonus
Features
Rage Uses
Rage Dice


1st
+2
Rage, Unarmored Defense
2
1d4


2nd
+2
Danger Sense, Feral Power
2
1d4


3rd
+2
Primal Path
3
1d4


4th
+2
Ability Score Improvement
3
1d4


5th
+3
Extra Attack, Fast Movement
3
1d4


6th
+3
Feral Power
4
1d4


7th
+3
Primal Path
4
1d4


8th
+3
Ability Score Improvement
4
1d4


9th
+4
Untamed Soul
4
1d6


10th
+4
Feral Power
4
1d6


11th
+4
Primal Path
4
1d6


12th
+4
Ability Score Improvement
5
1d6


13th
+5
Diehard
5
1d6


14th
+5
Feral Power
5
1d6


15th
+5
Persistent Rage
5
1d6


16th
+5
Ability Score Improvement
5
1d8


17th
+6
Primal Path
6
1d8


18th
+6
Feral Power
6
1d8


19th
+6
Ability Score Improvement
6
1d8


20th
+6
Primal Champion
Unlimited
1d8


Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival

Equipment
You start with the following equipment, in addition to
the equipment granted by your background :
• (a) a greataxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins

Class Features
Rage: At 1st level while in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

When you make a strength check or save you add the result of your rage die to your roll.
When you roll for damage on strength based physical attacks you add the result of your rage die to the roll treating it as the same kind of damage as the attack.
You have resistance to bludgeoning, piercing, and slashing damage.


If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense: At lst level while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Feral Power: At levels 2, 6, 10, 14, and 18 you may choose from any one of the benefits below if you meet the prerequisites. Unless stated otherwise these effects only apply during rage and can only be taken once. Whenever you gain a level Barbarian you can exchange your current powers for other but you still must meet requirements of each one.

Destructive Rage: You deal double damage to non-magical objects. Additionally as a bonus action you can make a strength check to break an object.

Grasping Claws: Your unarmed strikes may deal slashing instead if you wish. Additionally your climbing speed is equal to your walking speed.

Raging Vitality: When you initiate a rage you gain temporary hit points equal to your barbarian level+con. modifier. Once this is used it can't be used until you have taken a short or long rest. At level 10 you can select this again gaining another use.

Savage Hand: If you have a free hand you can as a bonus action make a strength check to shove, grapple, or drag an opponent.

Wild Leap: You can jump with out the need of a running start. If you did have a running start all jumping distance is doubled.

Primal Assault: When you initiate a rage all melee attacks until the end of your next turn is made with advantage. Once this is used it can't be used until you have taken a short or long rest. At level 10 you can select this again gaining another use.

Feral Instinct: You always have advantage on Initiative checks. Additionally if you are surprised at the beginning of combat and not incapacitated you can initiate a rage to take your turn.
Barbarian level 6 required.

Intimidating Presence: When you take the Attack action as a bonus action you can force one creature within 60 feet of you to make a Wisdom save equal to 8+prof. bonus+charisma modifier(minimum 1) or be Frightened until the end of your next turn. If they succeed they are immune to this for 24 hours.
Barbarian level 6 required and you must be proficient in Intimidation checks.

Brutal Critical: When you make a critical hit you always add 1 more weapon die to the roll. This may be taken again at level 14.
Barbarian level 6 required.

Juggernaut's Force: When you are successful in making a Strength check against another creature they take your unarmed strike damage.
Barbarian level 6 required and you must be proficient in Athletics checks.

Never Outnumbered: If enemy creatures would have an ability that would be triggered by another ally of their's being with in melee range of you that ability doesn't take effect.
Barbarian level 6 required

Surging Might: You have advantage on Strength checks.
Barbarian level 10 required and must have a Strength score of 15.

Frantic Rage: Your rage die is added to Dexterity saves.
Barbarian level 10 required and must have a natural Dexterity score of 15.

Angry Will: Your rage die is added to Wisdom saves.
Barbarian level 10 required and must have a natural Wisdom score of 15.

Mad Fortitude: Your rage die is added to Constitution saves.
Barbarian level 10 required and must have a natural Constitution score of 15.

Wild Release: You have advantage on Strength saves.
Barbarian level 10 required and must have a natural Strength score of 15.

Earth Shatter: Whenever you can strength check to break something you can target the ground instead. Select a square in your melee range and if you make a strength check of 15 any ground that is made dirt, soft rock, or poorly worked ground can be made into difficult terrain. If any creature occupies this area they must make a Dexterity save or become prone. If you target solid hard rock or expertly worked ground the DC becomes 20. Additionally for every 5 points you exceeded the base check you can include another square that is connected to the first.
Barbarian level 10 required and must have a natural Strength score of 15.

Fury's Gambit: At the end of your turn you can use your reaction to give enemies advantage on attack rolls against you. Once an attack is resolved you can make an opportunity attack against them. Any enemy that already has advantage on attack rolls against you can't be attacked this way. This lasts until the beginning of your next turn.
Barbarian level 14 required.

Stubborn Protection: Your AC increases by 1. Additionally as a reaction to taking damage you can divide all damage taken by you until the beginning of your next turn by half. Once this option is used it can't be used until you have taken a short or long rest.
Barbarian level 14 required and you must have a natural Constitution score of 17.

Predator's Senses: When a creature is hit by one of your attacks you have advantage on ability checks to detect and track them. If they are with in 30 feet of you they can't benefit from being invisible.
Barbarian level 14 required and must be proficient in Perception checks.

Whirling Frenzy: When you have initiated a rage you can enter a Frenzy instead. At every turn after this one you can make a Strength based attack as a bonus action. If you can make an off-hand attack you can make another instead. Though once the rage has ended you must make a Constitution save equal to 10+5 per additional use of this feature or take a level of exhaustion. This save resets after a long rest.
Barbarian level 14 required.

Indomitable Might: When you would make a strength based ability check if you would roll a 9 or lower you may treat it as a 10 instead.
Barbarian level 18 required and you must have a Strength score of 17.

Unfettered: When you would make a strength save if you would roll a 9 or lower you may treat it as a 10 instead.
Barbarian level 18 required and you must have a natural Strength score of 17.

Raging Freedom: You are not slowed or damaged by difficult terrain. Additionally you do not provoke opportunity attacks due to movement.
Barbarian level 18 required and you must have a natural Dexterity score of 17.

Feral Celerity: Any attempt to read or invade your mind such as by Scrying or Dominate Monster automatically fails. Additionally when you can take the Dash, Disengage, or Dodge actions in addition to your normal ones. Once you have taken either one this way you must complete a short or long rest to use one again this way.
Barbarian level 18 required and you must have a natural Wisdom score of 17.

Ferocious Swing: All strength based physical attacks gain a +1 bonus to attack and damage rolls as well as being considered magical if they weren't already. Additionally, when you would make an Attack action you can substitute one of your attacks to damage all creatures within 10 feet of your current position. They take an amount of damage equal to your critical hit+prof. bonus and are rendered prone. They are allowed a Strength save equal to 8+prof. bonus+str. modifier for half and to not be prone. You can't use this feature until you have completed a short or long rest.
Barbarian level 18 required.

Primal Path: At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Ancestral Guardian, Path of the Berserker, Path of the Highlander, Path of the Ravager, or the Path of the Totem Warrior, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 17th levels.

Ability Score Improvement: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Untamed Soul: At level 9 whenever you would take damage or if something catastrophic happened to those around you as a reaction you can enter a rage. Additionally you don't suffer disadvantage on Perception checks while sleeping and you remain alert even while performing another action.

Diehard: At level 13 when you would be reduced to 0 hit points in battle you can make a Constitution save of 10+5 per additional use to not fall unconscious. This save resets after a long rest. You still aren't considered stabilized and you can't benefit from temporary hit points or healing while you aren't stabilized.

Persistent Rage: Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Primal Champion: At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Amnoriath
2015-07-16, 02:33 PM
Path of the Berserker
http://i279.photobucket.com/albums/kk144/frostrazor/Enrage.jpg
Ferocity: At level 3 if you would roll a 1 or 2 on your rage die you may treat it as a 3 instead.

Reckless Attack: At level 3 you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Mindless Rage: At level 7 you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Brutality: At level 11 when you would perform a Strength-based, Intimidation ability check, or Initiative roll after you would roll but before you know the result you can choose to add your rage die to the result. You may also apply this to a physical damage roll and deals the same kind of damage as the attack. These do stack with rage. Though once used the next mentally based ability check, excluding Intimidation, of the DM's choice has it decreased by the same result you rolled. You can't use this feature again until you take the penalty or have taken a short or long rest.
Additionally you may use your Strength modifier in place of your Charisma and Dexterity when performing Intimidation and Initiative checks. If you would use the former feature to successfully make a Strength check you have advantage on the next Intimidation check against those whom you see and have witnessed the act.

At level 17 your rage die increases by one step and it may be used twice per short rest before a penalty is needed.

Dire Frenzy: At level 17 if you are raging and are at half or below your maximum hit points you can make an Attack action as a bonus action. If you possess an off hand attack you can make another attack as part of it. Though if you would use this feature you have disadvantage on Intelligence based and Wisdom based ability checks until the end of your next turn.

Amnoriath
2015-07-16, 02:40 PM
Path of the Highlander
http://orig05.deviantart.net/4939/f/2012/135/2/1/21cf8baa5c5c549db170314673758c70-d4zw31p.jpg

Fighting Style: At level 3 you may choose one of the following Fighting styles below to benefit from.

Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Hand and a Half: When you wielding a melee weapon with the versatile property you add 1 to both the attack and damages made with it. credit to Submortimer

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Trap Sense: At level 3 you have advantage on saving throws against traps or triggered spells such as Glyph of Warding or Contingency as long as you are aware of them. Additionally you have advantage on ability checks use to detect and find traps as well as such triggered spells.
At level 7 traps have disadvantage on attack rolls against you as long as you are aware of them. Additionally if a trap has used its effect on you can automatically pinpoint its location or direction when applicable.

Uncanny Dodge: At level 7 when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Wild Man's Journey: At level 11 you may choose to become proficient in 2 skills or tools of your choice so long as it makes sense with the events that have led up to this point. Additionally you may select another Feral Power.
At level 17 you may exchange this Feral Power for another whenever you enter a rage.

Indomitable Will: At level 17 you gain proficiency in Wisdom saves.

Amnoriath
2015-07-16, 02:48 PM
Path of the Totem Warrior
http://1.bp.blogspot.com/-Mb_QQfEyUzE/VIqmJCdXWcI/AAAAAAAAOj0/aVxhEHXGDcA/s1600/alice%2Brangel.jpg

Spirit seeker: At 3rd level you become proficient in Animal Handling checks. Additionally you may cast Speak with Animals and Beast Sense as rituals.

Totem Spirit: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature that is in you reach and is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast: At 7th level, when interacting with beasts they treat as one of their own so long as show no hostile or peculiar action to them. Though depending on your totem choices animals may treat you as that kind of animal if that animal would be a natural predator of them. Additionally you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at som ething no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom(Perception) checks.

Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

Call Dire Beasts: At 11th level as an action you may cast the Conjure Animals spell without any components. The animals once summoned take on a more colorful and savage version of their normal forms. These animals gain resistance to nonmagical bludgeoning, piercing, and slashing weapons and their natural attacks are treated as having a +1 bonus as well as being magical. Once you have used this you must complete a long rest to use it again.
At level 17 you gain one more use of this feature.

Spirit Walker: At 11th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement: At 17th level you can imbue yourself with the power of your spirit guide. Select one of the totems below in which you take one hour to attune to it like a magical item. If a magical item already has that slot as an action you can suppress the magical item or the totem to gain the benefit of either one.
Though if you have selected the same Totem twice before the same totem here doesn't consume an attunement slot so long as you don't attune to another totem.

Bear: You are considered to one size larger for the purposes of strength checks and cover when it is beneficial. Additionally any hostile creature that is in your reach has disadvantage on attack rolls against all creatures other than yourself. If they are immune to the Frightened condition they are immune to this effect.

Eagle: On your turn you gain a fly speed equal to your walking speed at the end of your turn you can use your bonus action to stay aloft until the end of your next turn otherwise you fall as normal. Finally if you would be subject to an effect that would make you fall as a reaction you can cast Feather Fall without any components.

Wolf: If you hit a creature with a Strength based attack you can as a bonus action render them prone. This creature though can't be considered more than one size larger than yourself as normal. Additionally if a creature is grappled or prone you always have advantage on melee attack rolls against them.

Submortimer
2015-07-16, 08:13 PM
Hand and a Half: When you wielding a melee weapon with the versatile property you add 1 to both the attack and damages made with it. credit to Submortimer


Only comment about this: You need to be wielding the weapon in both hands.

Ralanr
2015-07-16, 08:16 PM
I've been looking at this a while (more like on and off skimming) and I'm going to more or less hold a full opinion until I see the other two archetypes (Big reason why I haven't commented is because I didn't want to have an awkward post in the middle of them)

I will say this: I love the idea of giving more customization to the barbarian, but I don't fully agree with the execution. That's more of a personal thing though.

Amnoriath
2015-07-16, 08:38 PM
Only comment about this: You need to be wielding the weapon in both hands.

Really? I thought the whole point was that it would apply regardless to make use out of being versatile?

Submortimer
2015-07-16, 08:49 PM
Really? I thought the whole point was that it would apply regardless to make use out of being versatile?

Nope. The idea was to create a style that made two-handing a versatile weapon make sense: Right now, if you're going to two hand, you might as well use a greatsword or great axe and take Great weapon fighter to actually get some benefit. with a longsword, dueling is better than two handing, both because you can use a shield AND because it just does more damage (1d8+2 is better than 1d10).

I might make an adjustment that combines dueling and this, though, to give the fighter some more flexibility.

DiBastet
2015-07-17, 05:54 AM
Man I love the path of the Highlander. The blood gods of the wildlings of my frozen north will be pleased.

Amnoriath
2015-07-17, 09:21 AM
Man I love the path of the Highlander. The blood gods of the wildlings of my frozen north will be pleased.

Thank you, the major point of it was to bring back a 3rd edition barbarian for 5e. While in context 5e was an improvement in general it didn't have a subclass that fit some of the more classical depictions of barbarians such as Conan.

Amnoriath
2015-07-17, 10:38 AM
Path of the Ravager

http://fc08.deviantart.net/images/large/indyart/dark/Barbarian_Dead_hero_Returns.jpg
Blood Cry: At level 3 while raging as an action you can force all creatures in a 30 foot cone to make a Wisdom save equal to 8+prof. bonus+cha. modifier(minimum 1) or become Frightened of you until the end of your next turn. If they succeed they are immune to this for 24 hours. You can only use this once per rage.
At level 11 this effect triggers awful memories and wracks a creature's mind with blood curdling screams. Creatures take 4d10+cha. modifier(minimum 1) in psychic damage while those who make the save only take half. Additionally the condition lasts for 1 minute.

Ritual Scarring: At level 3 battle, pain, and suffering have become trophies or mementoes cherished by yourself to the extant you inflict it on yourself. You have advantage on saves against being Frightened and creatures have disadvantage on Intimidation checks against you. Your grisly appearance gives proficiency in Intimidation checks. If you already are you gain expertise instead. Though this appearance gives a hostile disposition towards others. If a creature does not know you personally and are at least indifferent to you they avoid you or refrain from helping you more so than normally. If they are hostile you are likely to be attacked first unless it would unreasonable to do so.
At level 7 you have resistance against psychic damage.
At level 17 you are immune to psychic damage.

Cruelest Cut: At level 7 when you succed in making a melee attack you can force it to make a Constitution save equal to 8+prof. bonus+str. modifier or take one of the following effects of your choice. If you have advantage on the attack to deliver it creatures have disadvantage on the save. All of these effects last for 1 minute. Once this is used you must complete a short or long rest to use it again.

Any Strength based check or save is made with disadvantage and their damage rolls from physical attacks are halved.
Any Dexterity based check or save is made with disadvantage and their speed is reduced by half.
Any Constitution based check or save is made with disadvantage and they can't benefit from any kind of healing or regenerative capability.

At level 17 you gain one more use of this feature.

Dread Eye: At level 11 if you are able to passively observe a creature for 1 minute you can gain knowledge of their current struggles. If you have successfully intimidated such a creature you gain knowledge of their deepest fears. This ability doesn't give detailed information. As such can know a if a woman is being beaten and her deepest fear is the loss of her family and husband but you wouldn't know any of their names or occupations. A creature is immune to this effect if they are immune to being frightened or if their mind can't be read. Additionally those that have advantage on saves from being Frightened no longer do so against you and those that are immune have advantage on them against you instead.

Visage of Terror: At level 17 you are immune to the Frightened condition and any creature that attempts to read your mind must make a Charisma save equal to 8+prof. bonus+cha. modifier(minimum 1) or be Frightened until the beginning of your next turn while failing the attempt.
Finally while raging any creature Frightened by you is also incapacitated until the beginning of your next turn and enemy creatures with in 30 feet of you have disadvantage on saves against being Frightened.

Amnoriath
2015-07-17, 10:39 AM
Path of the Ancestral Guardian
http://thecage.wdfiles.com/local--files/pc:shianne/Shianne01.jpg

Blessed Sage: At level 3 you have advantage on Intelligence based checks to recall information on your ancestors, culture, and community as well as any information surrounding them. Additionally you may cast Augury and Purify Food and Drink as rituals.

Mystic Rage: At level 3 when you initiate a rage you may roll a d20. Once you know the result you can use it instead of rolling an attack, ability check, or saving throw as long as it is done while raging. Alternatively you can force any creature you have successfully made a melee attack against them and you can see them to take the result of this roll right before they make an attack, ability check, or saving throw.
At level 7 you may roll the d20 twice taking whatever result you want.
At level 11 you may have two results stored this way.

Spirit Ward: At level 7 you gain a pool of temporary hit points equal to 5 times your class level. As an action you can give yourself or one ally with in 60 feet of yourself 5 or up to 5+class level temporary hit points. This pool is replenished after a long rest. Additionally you may select one of the following rider effects below. A creature can only benefit from one at a time.

When damage is dealt to you or an ally if the creature is with in 60 feet of yourself it takes an amount of damage up to the amount of temporary hit points depleted in force damage.
The target gains an inspiration die equal to the size of rage die you possess. This otherwise acts like the Bard feature. These die do not stack with rage.
Any creature has disadvantage on attack rolls until the temporary hit points are depleted.

At level 17 you regain your class level in temporary hit points after a short rest.

Ancestral Guidance: At level 11 you can cast the Commune spell as a ritual and you are proficient in charisma saves. Additionally when you would use your Spirit Ward feature you may make an attack as a bonus action or target another creature with it. If you would have an off hand attack you may make another one as well.

Ethereal Bastion: At level 17 you can percieve and interact with the Ethereal plane just as you can the Material Plane and you are immune to any effect that would possess you or trap your soul. This effect also extends to your items so long as you keep hold of them or they are magical.
Finally while raging all terrain within 10 feet of you is considered difficult terrain for enemies, even ones on the Ethereal Plane, and their teleportation doesn't have a line of effect through or into it.

Ralanr
2015-07-18, 10:38 AM
Path of the Ravager

http://fc08.deviantart.net/images/large/indyart/dark/Barbarian_Dead_hero_Returns.jpg
Blood Cry: At level 3 while raging as an action you can force all creatures in a 30 foot cone to make a Wisdom save equal to 8+prof. bonus+cha. modifier(minimum 1) or become Frightened of you until the end of your next turn. If they succeed they are immune to this for 24 hours. You can only use this once per rage.
At level 11 this effect triggers awful memories and wracks a creature's mind with blood curdling screams. Creatures take 4d10+cha. modifier(minimum 1) in psychic damage while those who make the save only take half. Additionally the condition lasts for 1 minute.

Ritual Scarring: At level 3 battle, pain, and suffering have become trophies or mementoes cherished by yourself to the extant you inflict it on yourself. You have advantage on saves against being Frightened and creatures have disadvantage on Intimidation checks against you. Your grisly appearance gives proficiency in Intimidation checks. If you already are you gain expertise instead. Though this appearance gives a hostile disposition towards others. If a creature does not know you personally and are at least indifferent to you they avoid you or refrain from helping you more so than normally. If they are hostile you are likely to be attacked first unless it would unreasonable to do so.
At level 7 you have resistance against psychic damage.
At level 17 you are immune to psychic damage.

Cruelest Cut: At level 7 when you succed in making a melee attack you can force it to make a Constitution save equal to 8+prof. bonus+str. modifier or take one of the following effects of your choice. If you have advantage on the attack to deliver it creatures have disadvantage on the save. All of these effects last for 1 minute. Once this is used you must complete a short or long rest to use it again.

Any Strength based check or save is made with disadvantage and their damage rolls from physical attacks are halved.
Any Dexterity based check or save is made with disadvantage and their speed is reduced by half.
Any Constitution based check or save is made with disadvantage and they can't benefit from any kind of healing or regenerative capability.

At level 17 you gain one more use of this feature.

Dread Eye: At level 11 if you are able to passively observe a creature for 1 minute you can gain knowledge of their current struggles. If you have successfully intimidated such a creature you gain knowledge of their deepest fears. This ability doesn't give detailed information. As such can know a if a woman is being beaten and her deepest fear is the loss of her family and husband but you wouldn't know any of their names or occupations. A creature is immune to this effect if they are immune to being frightened or if their mind can't be read. Additionally those that have advantage on saves from being Frightened no longer do so against you and those that are immune have advantage on them against you instead.

Visage of Terror: At level 17 you are immune to the Frightened condition and any creature that attempts to read your mind must make a Charisma save equal to 8+prof. bonus+cha. modifier(minimum 1) or be Frightened until the beginning of your next turn while failing the attempt.
Finally while raging any creature Frightened by you is also incapacitated until the beginning of your next turn and enemy creatures with in 30 feet of you have disadvantage on saves against being Frightened.

:O
....
I'm in love.

Amnoriath
2015-07-18, 02:08 PM
The last subclass is up.

Amnoriath
2015-07-18, 02:09 PM
:O
....
I'm in love.

I take it has just enough sadism then?

Ralanr
2015-07-18, 06:26 PM
I take it has just enough sadism then?

Not exactly. It's more that it helps bring out a favorite trope of mine. (http://tvtropes.org/pmwiki/pmwiki.php/Main/MookHorrorShow) It's something I've been trying to work with in a character I've been playing (He's not sadistic, I just want his opponents to be terrified of him. That and the final ability is why I think people shouldn't read the mind of someone in rage).
So now that it's fully out there I want to say a few things.

Some of the tweaks I don't really like and some seem to overlap or compete for actions (Whirling Frenzy and Berserker seem to be an issue). Though I'll just make a list with explanations of what I don't like and what I like. It all does seem very good though.

Don't like:


Rage: At 1st level while in battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:

When you make a strength check or save you add the result of your rage die to your roll.
When you roll for damage on strength based physical attacks you add the result of your rage die to the roll treating it as the same kind of damage as the attack.
You have resistance to bludgeoning, piercing, and slashing damage.

Why did you remove just giving advantage? I know you have a feral power that gives it, but that's level 10 which I think is a bit high. You keep the danger sense ability as is, why remove the strength advantage from rage?


Raging Vitality: When you initiate a rage you gain temporary hit points equal to your barbarian level+con. modifier. Once this is used it can't be used until you have taken a short or long rest. At level 10 you can select this again gaining another use.

So at level 20 with max con you get 25 temp hit points? At low levels this is a great ability and you do point out it is possible to swap feral powers with each barbarian level (Which is a little odd. I'd imagine you swap them at each chance to gain another) but I don't see this being used beyond level 5. The only class I can think of with a similar issue are caster classes and that's due to the large amount of spells.


Feral Instinct: You always have advantage on Initiative checks. Additionally if you are surprised at the beginning of combat and not incapacitated you can initiate a rage to take your turn.
Barbarian level 6 required.

Now I like this ability on barbarian. I don't like it being seen as an option. This is more of a personal bias though, some people probably don't like it on barbarian and don't want to use it.


Brutal Critical: When you make a critical hit you add 1 more weapon die to the roll. This may be taken again at level 14.
Barbarian level 6 required.

Now I'm not a fan of brutal critical as a class feature. I think it's great you made it optional. That being said, this version is weaker than the original, capping at 2 rather than 3. Unless you can take it a third time.


Surging Might: You have advantage on Strength checks.
Barbarian level 10 required and must have a Strength score of 15.
Frantic Rage: Your rage die is added to Dexterity saves.
Barbarian level 10 required and must have a natural Dexterity score of 15.
Angry Will: Your rage die is added to Wisdom saves.
Barbarian level 10 required and must have a natural Wisdom score of 15.
Mad Fortitude: Your rage die is added to Constitution saves.
Barbarian level 10 required and must have a natural Constitution score of 15.
Wild Release: You have advantage on Strength saves.
Barbarian level 10 required and must have a Strength score of 15.

These I don't like for two reasons.
-1. Level 10? Level 10? That seems too high to gain the benefit of these abilities
-2. You already have proficiency in con and strength saves, and get advantage on important dex saves. I don't see why these are here. It is a choice though.


Fury's Gambit: At the end of your turn you can use your reaction to give enemies advantage on attack rolls against you. Once an attack is resolved you can make an opportunity attack against them. Any enemy that already has advantage on attack rolls against you can't be attacked this way. This lasts until the beginning of your next turn.
Barbarian level 14 required and you must have Primal Assault.

So basically retaliation but on multiple targets if hit by those? The second part of that I like, but the first part just seems needless since regular barbarian has reckless attack built in. I don't think you should have made reckless attack berserker only, but that's personal bias. I'm not sure how I feel about setting up chains, but I'll get on that below.


Indomitable Might: When you would make a strength based ability check if you would roll a 9 or lower you may treat it as a 10 instead.
Barbarian level 18 required and you must have Surging Might.

Proficiency in athletics gives +13 (7+6) at 20 if maxed strength , meaning this gives at minimum 23 for a strength check. While the ability existing already gives a minimum of 24. Now lets factor in expertise which gives a total of +16 with that level in rogue taking you away from cap. 26 minimum vs (current Barbarian) 20 (assuming maxed strength, like with expertise) minimum on a very bad check.
In short I don't think this new ability should replace the current one for a full barbarian, nor should it be there for multi-classing sake.

I have the same opinion of unfettered.


Untamed Soul: At level 9 whenever you would take damage or if something catastrophic happened to those around you as a reaction you can enter a rage. Additionally you don't suffer disadvantage on Perception checks while sleeping and you remain alert even while performing another action.

Can you enter a rage if you have none left? If not then I don't see the point of the first part of the ability, feels like a weaker version of feral instinct.
The second ability on the other hand is great, but I feel is better as a feral power.


Dire Frenzy: At level 17 if you are raging and are at half or below your maximum hit points you can make an Attack action as a bonus action. If you possess an off hand attack you can make another attack as part of it. Though if you would use this feature you have disadvantage on Intelligence based and Wisdom based ability checks until the end of your next turn.

Woah, woah, woah. That is a red light! Hold person is just going to ruin your day all the easier.
And does the first ability suggest a total of 4 attacks? Just wondering.

Ravager:

Blood Cry: At level 3 while raging as an action you can force all creatures in a 30 foot cone to make a Wisdom save equal to 8+prof. bonus+cha. modifier(minimum 1) or become Frightened of you until the end of your next turn. If they succeed they are immune to this for 24 hours. You can only use this once per rage.
At level 11 this effect triggers awful memories and wracks a creature's mind with blood curdling screams. Creatures take 4d10+cha. modifier(minimum 1) in psychic damage while those who make the save only take half. Additionally the condition lasts for 1 minute.

I like this ability, I think it's what the official intimidating presence should have been. Though it falls under the similar problem in that it needs an action to use. Sacrificing an action could end your rage, though if that was the intention then nevermind.


What I like:

Rage die: More risk, more reward (rolling a 1 vs rolling die cap). This is much more interesting than straight rage damage to me. Very cool!

Feral powers as a whole: YES. Seriously this is awesome, it was my favorite feature of barbarians in pathfinder. I think you could use a few more though, some that have interesting effects (absorbing magic damage or creating difficult terrain maybe?). I suggest checking out some of the rage powers in pathfinder for more inspiration if you haven't (Unchained Barbarian has some different ones) (http://www.d20pfsrd.com/classes/unchained-classes/barbarian-unchained)
And here is the main rage power list. (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers)

Primal Paths: I think these are well done in flavor and in abilities. Brings more variety to the barbarian, which I've been hoping to see whenever I open a new unearthed arcana.

On the topic of power chains: Because 5e tries to steer away of feats being very core into the system (and the rational that you won't get much due to stat increases) feat chains are no longer a thing. I think you should strive for the same with Feral Powers and just limit them based on level. You only have access to a max of five, even if you can swap them around every barbarian level.

While warlock invocations kinda work the same, this has about 5 abilities that require previous powers. Warlocks have only one invocation that requires another invocation, and it's only for one sort of subclass.


TL;DR: Please Read it. I care deeply about the barbarian class and would like my points to be considered.

I wish the barbarian class was a bit more like this. Totem warrior is a little frustrating with spirit fluff and exhaustion is painful.

Amnoriath
2015-07-19, 12:17 AM
First Part
1. Okay, while I did make it with evil in mind there is some leeway for other possibilities such as vengeance or embittered..etc.
2. I got rid of it because it was a factor that made Rage not scale very well. It also is fairly common when you take in consideration in sizes and other abilities. This way there is more incentive to keep with it. Danger sense though can be bypassed and it is something in which they aren't proficient with. Additionally it is thematic with the kind of character a Barbarian is.
3. At that level reasonably I see a 5 maybe 6 to start with. It may seem that way but keep in mind resistance stretches the life of it, ASI's, and it is free. I had that originally though but casters do that and it would be kind of cruel to restrict them that way in relation to casters.
4. I completely understand but with these new powers some things had to be rethought and therefore made old abilities modular.
5. see 4, besides rage adds dice now so you roll an extra one now
6. Well, when looking at other sub-classes level 10 was the earliest you saw additional save proficiencies so this was done both to provide incentive and was done in balance with others.
7. The point is that they can't overlap advantages against because then it wouldn't be a cost. If a Berserker where to use his Reckless Attack it would be wasting his reaction to use this unless he could find disadvantage against them. I know you don't agree with moving it but the feature suggested a sort of reckless abandon that not all such characters would have. A Berserker though would and ultimately by taking apart the original one and making them into feral powers as well as changing rage you don't need to pray to the dice gods for the elusive critical.
8. Well it is at the same level so multiclassing was always a possibility. I know its similar to Reliable Talent but this was one of the issues of a Barbarian in the late game. A Rogue could easily be better at Athletics than a Barbarian the supposed king of strength with minimal investment.
9. It doesn't, I know its small but it saves a bonus action and it can bring up your defenses in certain situations hence why it was a 2 for at the same level your Rage die increased. It also isn't something that is keyed off of rage so it is general character flavor
10. Ability checks, not saves. So he has to worry about things like stealth or possible strategic traps not mental attacks. At base yes, if you are going two-weapon it can be 5.
11. Its a risk but not only is it a 30 foot cone taking damage is another way to keep it going so the ability itself won't stop rage. He just has to be sure something gets him.
Second Part
1. I am glad to here it, many times I wonder if I add too much when I have more abilities because of specificity or lack of value. The last 2 really kind made me worry about that.
2. I can agree on the rage powers a bit but the attributes are going to stay because I want some distinction in paths if someone racked up different stats for a Barbarian.
3. As for Pathfinder I feel that it is a system that because huge bonuses and such are necessary we can make up anything we want putting numbers on them. 5e is less so and with sub-classes many of them can be worked into that area. It isn't that I am not open it is just that this is a good start and without more sub-classes I can really only see making feral powers for specifically these sub-classes which then asks do they really need more?

Ralanr
2015-07-19, 01:12 AM
For the rogue: They can also be better at arcane knowledge than a wizard. Rogues can be experts of what they damn well like.

May I make a suggestion Feral Power?

Ground Breaker (Ex): The barbarian can attack the floor around her as a action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 dex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.

Ground Breaker, Greater (Ex): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

It offers more tactical ability to the barbarian and creates good synergy with the power that makes difficult terrain not bother you.

And on the Ravager, don't forget pragmatism. :smallbiggrin:

Amnoriath
2015-07-19, 02:38 PM
For the rogue: They can also be better at arcane knowledge than a wizard. Rogues can be experts of what they damn well like.

May I make a suggestion Feral Power?

Ground Breaker (Ex): The barbarian can attack the floor around her as a action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 dex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.

Ground Breaker, Greater (Ex): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

It offers more tactical ability to the barbarian and creates good synergy with the power that makes difficult terrain not bother you.

And on the Ravager, don't forget pragmatism. :smallbiggrin:
1. But a Wizard has spells which can trump that knowledge plus various other things.
2. It isn't that I hadn't thought about it it is just that hardness doesn't exist in this edition. So I need to make a set of Strength check DC's.

Ralanr
2015-07-19, 02:42 PM
1. But a Wizard has spells which can trump that knowledge plus various other things.
2. It isn't that I hadn't thought about it it is just that hardness doesn't exist in this edition. So I need to make a set of Strength check DC's.

Yeah, I figured that you'd need to reword a few things since it's a copy paste (with some rewording) of the ability.

Amnoriath
2015-07-20, 09:47 AM
Reworked Feral Power prerequisites and add a couple more.

Amnoriath
2015-07-21, 05:56 AM
Anbody else?

Kryx
2015-07-21, 05:02 PM
Any interest in making Path of the Rage Mage?

http://middlefingerofvecna.blogspot.nl/2015/05/rage-mage.html

My rough sketch based on balancing out that for the normal barbarian:
Hatred brings forth willpower, willpower brings forth the resolve to act unshaken and fearlessly, to take matters to your own hands. To the Rage Mage, this hatred is so deep the will it grants is enough to shatter reality under their fists. Some are barbarians who dedicated their lives to further control their rage, exiling themselves to learn mysteries and secrets of magic, other are leftovers of ancient blood mingling akin to sorcerers from simpler or tribal communities, awakening fiendish or draconic destruction as they roar and foam, but regardless of their origins, all Rage Mages are known to trespass the borders of magic as a fine and precise art by fueling it with wrath, casting during deliriums most men would have trouble to barely think through.
Spell Rage. Beginning at 3rd level, you can cast spells while in a rage. Your rage damage applies to damage spells cast while in a rage. If a spell cast damages more than one target, you may only apply extra rage damage to one of the targets. In addition, casting spells during rage counts as attacking for the purposes of ending rage. You are unable to concentrate on spells while raging. When you choose this path select a spell school and Evocation. They will apply later.
Spell Slots. The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must be in a rage and expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the Evocation or the other chosen school spells on the Sorcerer spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an evocation or the chosen other school spell of your choice, and must be of a level for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.
Arcane Fury. Beginning at 6th level, weapons and magic are equally an extension of your rage. You can use an action to make a melee attack with Reckless Swings. Instead of gaining advantage on your attack you can cast a spell as a bonus action. This spell must use a spell slot no higher than 1/3 of your character level.
Wrathful Resistance. As your rage boils in your blood, it disrupts the flow of magical energy around you. At 10th level, while raging, you have advantage on all saving throws against spells.
Eldritch Storm. You can expel the might of your rage all at once to unleash a devastating storm of eldritch magic. Beginning at 14th level, when you can end your rage early as an action, all creatures within 15 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage for each round of rage you have left, or half as much on a successful one. After you use this ability, you cannot use it again until you complete a short or long rest.

Amnoriath
2015-07-22, 02:14 PM
Path of the Blood Magus

http://fc09.deviantart.net/fs5/i/2004/283/8/c/Berserker_by_el_grimlock.jpg
So many warriors revel in the power of steel, items, and leaders that they forget the one resource they always have, their body. While many Barbarians use their rage to tap into physical might a Blood Magus links their body with the arcane. Their rage fills them with great magical energies which can be both resourceful to themselves and devastating to enemies.

Blood Mark: At level 3 you can create sigils on your body to help you cast spells even when you normally can't. You create a Blood Mark whenever you gain knowledge of a new spell or cantrip in this subclass. They also make initiating components simpler allowing you to cast these spells while raging but you still can't maintain concentration on them. Additionally when you would make a spell attack you can instead infuse it into your arms using an unarmed attack roll that deals no damage and when rolling ability checks against Dispel Magic or similar effects you may use your Constitution modifier instead.
At level 7 if a spell or cantrip that matches one of your blood marks is being cast, has been cast within the past hour, or is set by methods such as Contingency it pulses giving you instant knowledge of its existence.
At level 17 you can maintain concentration of your blood mark spells during your rage and your blood mark spells aren't automatically overcome by Dispel Magic or similar effects unless it exceeds the level by at least 2.

Cantrips: At level 3 you gain an amount of cantrips known equal to that of a Eldritch Knight on page 75.
Spell Slots: At level 3 you gain spell slots equal to that of an Eldritch Knight on page 75.
Spells known of 1st level and higher: At level 3 you may select any 2 sorcerer spells. You can replace one of these spells any time you gain a new level in this class. At levels 5, 7, 10, 13, 16, 19, and 20 you gain 1 more spell known.
Spellcasting ability: Charisma is your spellcasting ability for your Sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

Raging Spell: At level 7 while raging any spell that does direct damage adds your rage die to its damage treating it as the same type as the spell's. Additionally while raging your spells are treat as 1 level higher against Dispel Magic or similar effects.
At level 11 while raging any creature within 10 feet of you has disadvantage on saves against your spells.

Corporeal Distillation: At level 11 you can use your blood or that of another creature to create potions or store spells. As a 10 minute ritual you can expend 1 hit die to create one of the draughts below. This hit die may also come from a creature who participates in the ritual. You can have an amount of these draughts equal to your highest spell slot(minimum)+charisma modifier. If you would make a new one of the older ones of your choice becomes inert. These remain effective for 1 week after distillation.

It heals an amount of hit points equal to what you would have healed after a rest.
It acts as suitable food and drink for the day.
It can stabilize a dying a creature reviving them at 1 hit point.
It can act as an antipoison and eliminates the poisoned condition.
It can recreate a 1st level spell you know or others that participate cast at its minimum level that has a range of self or touch without any components. This spell also must only have a casting time of 1 action or less. A creature can only benefit from one at a time.

Arcane Stigmata: At level 17 when you cast a spell that deals damage as a bonus action you can expend one of your hit die adding the dice+charisma modifier(minimum 1) to the damage. Additionally you may roll the damage again taking the better result. If you wish you can expend more hit die but the total can't exceed your Charisma modifier(minimum 1) and you only roll the dice after the first one.

Kryx
2015-07-22, 04:46 PM
Firstly, thanks for making this.

Some Critiques:

your concentration can't be broken due to damage
So, it can't be broken? That seems awfully unbalanced.

9 spells known? Why not use EK's count of 13.

I don't agree on Wisdom. I don't see a raging barbarian as generally wise. Bloodrager has been Charisma in the past.

These are all easy enough to change myself though.



[CENTER]At level 11 while raging any creature within 10 feet of you has disadvantage on saves against your spells.
There is no precedent for imposing disadvantage on saves. It would be horrendously powerful on CC spells.


Corporeal Distillation: At level 11 you can use your blood or that of another creature to create potions or store spells.
Potion making? I don't see how that is related to a raging spellcaster. That is for a Wizard, Alchemist, etc.


Arcane Stigmata: At level 17 as a bonus action you can roll up to an amount of rage die equal to the highest spell slot you are able to cast. This damage is dealt in piercing damage against you in which bypasses any resistance you have. The next spell you cast adds that damage to its roll as the same kind of damage when it was cast. If it doesn't deal damage it is added as piercing damage at the time it was cast.
Taking 18 average damage at level 19+ and then doing the same damage to a creature is a quite poor use of a capstone. A Barbarian is meant to take reduced damage due to his raging. This is really not good imo.

Sorry to be so harsh. I love the flavor and the ideas, but there are some big issues.

Amnoriath
2015-07-22, 10:19 PM
Firstly, thanks for making this.

Some Critiques:

So, it can't be broken? That seems awfully unbalanced.

9 spells known? Why not use EK's count of 13.

I don't agree on Wisdom. I don't see a raging barbarian as generally wise. Bloodrager has been Charisma in the past.

These are all easy enough to change myself though.



There is no precedent for imposing disadvantage on saves. It would be horrendously powerful on CC spells.


Potion making? I don't see how that is related to a raging spellcaster. That is for a Wizard, Alchemist, etc.


Taking 18 average damage at level 19+ and then doing the same damage to a creature is a quite poor use of a capstone. A Barbarian is meant to take reduced damage due to his raging. This is really not good imo.

Sorry to be so harsh. I love the flavor and the ideas, but there are some big issues.

1. The Conjuration Wizard has the same feature at level 10 except it isn't tied to a second ability.
2. Except I already have something that is charisma based. Maybe I am just being arbitrary.
3. Actually there is quite a bit of precedent and appears to be a common feature among the casting sub-classes. Eldritch Knight imposes disadvantage after a successful weapon attack which lasts until the end of its next turn at level 10. The Arcane Trickster imposes disadvantage when it is hidden at level 9.
4. But it is tied with your blood. I know I changed a lot of context but this way it actually is a subclass and not merely just a simulated multi-class.
5. Well, yes you don't want to be using it on something that will only target 1 person. You want to be using it on AoE's.

Kryx
2015-07-23, 04:08 AM
1. The Conjuration Wizard has the same feature at level 10 except it isn't tied to a second ability.
Conjuration is limited to one spell school which doesn't have very many amazing concentration spells. See http://salty-ridge-7989.herokuapp.com/
The only spells this works for is: Mage Hand, Fog Cloud, Cloud of Daggers, Flaming Sphere, Web, Sleet Storm, Stinking Cloud, Conjure Minor Elemental, Evard's Black Tentacles, Conjure Elemental, Cloudkill, Arcane Gate, Incendiary Cloud, Maze, and Gate.
Decent options, but none of the amazing concentration spells.


2. Except I already have something that is charisma based. Maybe I am just being arbitrary.
Seems quite arbitrary to change the fluff based on already having a charisma based one.


3. Actually there is quite a bit of precedent and appears to be a common feature among the casting sub-classes. Eldritch Knight imposes disadvantage after a successful weapon attack which lasts until the end of its next turn at level 10. The Arcane Trickster imposes disadvantage when it is hidden at level 9.
Disadvantage from 1 ability used the round after a melee attack is entirely different and significantly less powerful than "all enemies within 10 feet have disadvantage on saves"


4. But it is tied with your blood. I know I changed a lot of context but this way it actually is a subclass and not merely just a simulated multi-class.
Which is a huge divergence from the core concept. A Bloodrager isn't an intellectual who brews potions imo.


5. Well, yes you don't want to be using it on something that will only target 1 person. You want to be using it on AoE's.
Better, but still very meh. I guess you're going with the blood for power flavor, but Bloodragers haven't been about that either.



Again, I appreciate the work, but I think there are too many flaws that I'd have to fix myself.

Amnoriath
2015-07-23, 06:30 AM
Conjuration is limited to one spell school which doesn't have very many amazing concentration spells. See http://salty-ridge-7989.herokuapp.com/
The only spells this works for is: Mage Hand, Fog Cloud, Cloud of Daggers, Flaming Sphere, Web, Sleet Storm, Stinking Cloud, Conjure Minor Elemental, Evard's Black Tentacles, Conjure Elemental, Cloudkill, Arcane Gate, Incendiary Cloud, Maze, and Gate.
Decent options, but none of the amazing concentration spells.


Seems quite arbitrary to change the fluff based on already having a charisma based one.


Disadvantage from 1 ability used the round after a melee attack is entirely different and significantly less powerful than "all enemies within 10 feet have disadvantage on saves"


Which is a huge divergence from the core concept. A Bloodrager isn't an intellectual who brews potions imo.


Better, but still very meh. I guess you're going with the blood for power flavor, but Bloodragers haven't been about that either.



Again, I appreciate the work, but I think there are too many flaws that I'd have to fix myself.

1. Those are amazing spells. This sub-class also isn't even going to have that many spell and cantrips known combined while being 7 levels later.
2. Any weapon attack "When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn."(PHB, 75) Don't be so sure, a 10 foot range is very small making it non-optimal for AoE's and there is no range specificity with the Eldritch Knight.
3. You don't have to be intellectual to create something.
4. I think you are treating a Bloodrager as a Berserker of some kind. Plus this is also a caster.

Amnoriath
2015-07-24, 10:13 AM
Fixed some typos, cleared some language, and changed the Blood Magus a bit.

N810
2015-10-01, 03:07 PM
Perhaps make the "Path of the Blood Magus" based on Constitution instead of wisdom ?
Since it based on him blood and bleeding. :smallconfused:

Amnoriath
2015-10-01, 03:33 PM
Perhaps make the "Path of the Blood Magus" based on Constitution instead of wisdom ?
Since it based on him blood and bleeding. :smallconfused:

Its Charisma actually, they can kind of already substitute constitution against dispelling or similar effects as well as using an unarmed strike to deliver a spell attack. The problem with that is then it has a huge advantage against other sub-class casters not having to worry about a third stat for all of your casting.

SodaDarwin
2015-10-01, 10:52 PM
One of my most favourite homebrews I've seen. Especially the Ravager option. Surprising amounts of opportunity to be a good guy with that one, funnily.
"Rar imma be scary now stand down!"
"So that's what's wrong with you let my friend chat with you."

Amnoriath
2015-10-03, 10:06 AM
One of my most favourite homebrews I've seen. Especially the Ravager option. Surprising amounts of opportunity to be a good guy with that one, funnily.
"Rar imma be scary now stand down!"
"So that's what's wrong with you let my friend chat with you."

Thank you very much. I tried to keep in line with 5e's language of general possibility so that there are many ways to play them faithfully. Though I am wondering how does this balance against the others.

SodaDarwin
2015-10-03, 06:17 PM
Thank you very much. I tried to keep in line with 5e's language of general possibility so that there are many ways to play them faithfully. Though I am wondering how does this balance against the others.
I wouldn't really know, I'm one of those people who only really sees one, maybe two archetypes for each class as one I'd be interested in. It definitely has the options it needs for single and multitarget fighting, though, so it's definitely not too weak.
...also dat psychic damage is always nice.

Amnoriath
2015-10-04, 09:06 AM
I wouldn't really know, I'm one of those people who only really sees one, maybe two archetypes for each class as one I'd be interested in. It definitely has the options it needs for single and multitarget fighting, though, so it's definitely not too weak.
...also dat psychic damage is always nice.

Well, I was actually talking about this redo as a whole in a party in general mostly in comparison to non-casters and half-casters. Though I am glad you like it.