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Auramis
2017-10-16, 11:15 AM
I haven't seen a thread for it, but I was wondering if people here were aware of the Extra Life Charity drive that's being done with WotC. There are milestone rewards relating to Adventure League and Xanathar's stuff! We've passed the threshold where we'll see a Table of Contents soon, but I thought I'd throw this up because spreading the word for the charity seems like a keen idea, even without the 5e perks they're throwing in.

Mortis_Elrod
2017-10-16, 11:17 AM
Right on. Was posted in the Xanathar thread but like 17+ pages in.

nickl_2000
2017-10-16, 11:31 AM
Here's the link to it

https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=33375

Auramis
2017-10-16, 12:05 PM
Here's the link to it

https://www.extra-life.org/index.cfm?fuseaction=donordrive.team&teamID=33375
Whoops. I knew I forgot to post that. Thank you, friend.

samcifer
2017-10-16, 01:07 PM
They finally ARE updating it, but so far only the 30K reward has been added. Here's hoping we get the table of contents today as well *fingers crossed*

"Come on, Swartz... Come on, Swartz... Come on, Swartz... "

Auramis
2017-10-16, 02:41 PM
They finally ARE updating it, but so far only the 30K reward has been added. Here's hoping we get the table of contents today as well *fingers crossed*

"Come on, Swartz... Come on, Swartz... Come on, Swartz... "

Unfortunately not! They're doing it bit by bit throughout the week. They've confirmed we'll see it this week, though! (https://twitter.com/The_Trevor_Kidd/status/919986132519215104)

They also gave us this teaser for the ToC:

https://pbs.twimg.com/media/DMCT2MFUQAAH39m.jpg:large

jaappleton
2017-10-16, 02:48 PM
Unfortunately not! They're doing it bit by bit throughout the week. They've confirmed we'll see it this week, though! (https://twitter.com/The_Trevor_Kidd/status/919986132519215104)

They also gave us this teaser for the ToC:

https://pbs.twimg.com/media/DMCT2MFUQAAH39m.jpg:large

Courtesy of my excellent usage of cat gifs. :smallcool:

Anyways, here's the scoop:

Someone (I legitimately forget whom, I'm sorry!) found a list of articles made by a D&D Beyond moderator. It listed the entire table of contents.

That person posted it in the XGtE topic here on the forum.

The link to the ToC created by the D&D Beyond moderator? No longer works. It did a couple hours ago, though. Funny how that works. >_>

So check out the XGtE topic here on the forum, and you'll see the full list of class archetypes.

Dudewithknives
2017-10-16, 02:51 PM
Courtesy of my excellent usage of cat gifs. :smallcool:

Anyways, here's the scoop:

Someone (I legitimately forget whom, I'm sorry!) found a list of articles made by a D&D Beyond moderator. It listed the entire table of contents.

That person posted it in the XGtE topic here on the forum.

The link to the ToC created by the D&D Beyond moderator? No longer works. It did a couple hours ago, though. Funny how that works. >_>

So check out the XGtE topic here on the forum, and you'll see the full list of class archetypes.

If the ancestral guardian hits print as it was in the UA I am out.

GlenSmash!
2017-10-16, 06:18 PM
If the ancestral guardian hits print as it was in the UA I am out.

What was you issue with it? Was it in the first UA version or the second UA version? Both?

8wGremlin
2017-10-16, 06:20 PM
the post:

Contents
Ch 1: Character Options (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses)

Barbarian (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Barbarian)

Path of the Ancestral Guardian (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheAncestralGuardian) | Path of the Storm Herald (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheStormHerald) | Path of the Zealot (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheZealot)


Bard (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Bard)

College of Glamour (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofGlamour) | College of Swords (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofSwords) | College of Whispers (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofWhispers)


Cleric (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Cleric)

Forge Domain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ForgeDomain) | Grave Domain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#GraveDomain)


Druid (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Druid)

Circle of Dreams (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CircleofDreams) | Circle of the Shepherd (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CircleoftheShepherd) | Learning Beast Shapes (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#LearningBeastShapes)


Fighter (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Fighter)

Arcane Archer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ArcaneArcher) | Cavalier (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Cavalier) | Samurai (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Samurai)


Monk (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Monk)

Way of the Drunken Master (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheDrunkenMaster) | Way of the Kensei (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheKensei) | Way of the Sun Soul (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheSunSoul)


Paladin (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Paladin)

Oath of Conquest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#OathofConquest) | Oath of Redemption (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#OathofRedemption)


Ranger (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Ranger)

Gloom Stalker (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#GloomStalker) | Horizon Walker (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#HorizonWalker) | Monster Slayer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#MonsterSlayer)


Rogue (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Rogue)

Inquisitive (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Inquisitive) | Mastermind (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Mastermind) | Scout (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Scout) | Swashbuckler (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Swashbuckler)


Sorcerer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Sorcerer)

Divine Soul (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#DivineSoul) | Shadow Magic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ShadowMagic) | Storm Sorcery (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#StormSorcery)


Warlock (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Warlock)

The Celestial (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#TheCelestial) | The Hexblade (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#TheHexblade) | Eldritch Invocations (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#EldritchInvocations)


Wizard (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Wizard)

War Magic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WarMagic)


This Is Your Life (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life)

Origins (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#Origins) | Personal Decisions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#PersonalDecisions) | Life Events (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#LifeEvents)
Racial Feats (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-racial-feats)


Ch 2: Dungeon Master's Tools (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools)

Simultaneous Effects (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SimultaneousEffects)
Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Falling)

Rate of Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#RateofFalling) | Flying Creatures and Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#FlyingCreaturesandFalling)


Sleep (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Sleep)

Waking Someone (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#WakingSomeone) | Sleeping in Armor (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SleepinginArmor) | Going without a Long Rest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#GoingwithoutaLongRest)


Adamantine Weapons (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AdamantineWeapons)
Tying Knots (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#TyingKnots)
Tool Proficiencies (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolProficiencies)

Tools and Skills Together (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolsandSkillsTogether) | Tool Descriptions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolDescriptions)


Spellcasting (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Spellcasting)

Perceiving a Caster at Work (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#PerceivingaCasteratWork) | Identifying a Spell (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#IdentifyingaSpell) | Invalid Spell Targets (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#InvalidSpellTargets) | Areas of Effect on a Grid (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AreasofEffectonaGrid)


Encounter Building (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#EncounterBuilding)

Quick Matchups (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#QuickMatchups)


Random Encounters: A World of Possibilities (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters)

Arctic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#ArcticEncounters) | Coastal (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#CoastalEncounters) | Desert (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#DesertEncounters)| Forest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#ForestEncounters)| Grassland (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#GrasslandEncounters) | Hill (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#HillEncounters) | Mountain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#MountainEncounters)| Swamp (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#SwampEncounters)| Underdark (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UnderdarkEncounters)| Underwater (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UnderwaterEncounters)| Urban (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UrbanEncounters)


Traps Revisited (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#TrapsRevisited)

Simple Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SimpleTraps) | Designing Simple Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DesigningSimpleTraps)
Complex Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ComplexTraps) | Designing Complex Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DesigningComplexTraps)


Downtime Revisited (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DowntimeRevisited)

Rivals (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Rivals)
Downtime Activities (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DowntimeActivities)

Buying a Magic Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#BuyingaMagicItem) | Carousing (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Carousing) | Crafting an Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#CraftinganItem) | Crime (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Crime) | Gambling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Gambling) | Pit Fighting (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#PitFighting) | Relaxation (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Relaxation) | Religious Service (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ReligiousService) | Research (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Research) | Scribing a Spell Scroll (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ScribingaSpellScroll) | Selling a Magic Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SellingaMagicItem) | Training (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Training) | Work (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Work)


Awarding Magic Items (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AwardingMagicItems)

Common Magic Items (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/common-magic-items) | Magic Item Tables (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/magic-item-tables)


Ch 3: Spells (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells)

Spell Lists (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells#SpellLists) | Spell Descriptions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells#SpellDescriptions)

Appendix A: Shared Campaigns (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/shared-campaigns)Appendix B: Character Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names)

Nonhuman Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names#NonhumanNames) | Human Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names#HumanNames)


Credits (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/credits)



Disclaimer: No goldfish were harmed in the making of this book. Especially not Sylgar. Sylgar definitely did not die because we forgot to change his water. If you see Xanathar, make sure it knows that. Be perfectly clear Sylgar was not harmed. And we had nothing to do with it. Better yet, don’t bring it up, and don’t mention us.

Dudewithknives
2017-10-16, 07:18 PM
What was you issue with it? Was it in the first UA version or the second UA version? Both?

The first one was fine, the second one was rediculous.

A 2d8 to 4d8 damage block, that also reflects the damage rolled and has no range limit on hitting the person back, only the blocking part, and unlimited uses that are only a reaction, but it can also target yourself with it.

That makes a level 14+ barbarian completely unkillable by a rogue, and very very hard to kill by anyone that does not get 3+ a tracks a round. This is on top all the other things the subclass gets and barbarian normal goodies.

Biggstick
2017-10-17, 02:37 AM
The first one was fine, the second one was rediculous.

A 2d8 to 4d8 damage block, that also reflects the damage rolled and has no range limit on hitting the person back, only the blocking part, and unlimited uses that are only a reaction, but it can also target yourself with it.

That makes a level 14+ barbarian completely unkillable by a rogue, and very very hard to kill by anyone that does not get 3+ a tracks a round. This is on top all the other things the subclass gets and barbarian normal goodies.

It costs a reaction to do so. Have you even seen action economy in the late game? There are so many attack rolls and creatures acting that it's tough to keep track!! Being able to block a single instance of 4d8 damage per round isn't going to be game breaking in the slightest.

Since when was this game balanced around PvP? I didn't know we have PC Rogues fighting PC Barbarians.

As for "hard for anyone else to kill," Barbarians are notorious for having poor Int, Wis, and Cha saves. Target any of those saving throws, and you'll be fine. A DM shouldn't have any true issue with a Barbarian; just throw a group of Cult Fanatics at them. One of those castings of Hold Person will eventually stick.

samcifer
2017-10-17, 06:57 AM
the post:

Contents
Ch 1: Character Options (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses)

Barbarian (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Barbarian)

Path of the Ancestral Guardian (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheAncestralGuardian) | Path of the Storm Herald (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheStormHerald) | Path of the Zealot (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#PathoftheZealot)


Bard (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Bard)

College of Glamour (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofGlamour) | College of Swords (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofSwords) | College of Whispers (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CollegeofWhispers)


Cleric (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Cleric)

Forge Domain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ForgeDomain) | Grave Domain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#GraveDomain)


Druid (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Druid)

Circle of Dreams (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CircleofDreams) | Circle of the Shepherd (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#CircleoftheShepherd) | Learning Beast Shapes (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#LearningBeastShapes)


Fighter (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Fighter)

Arcane Archer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ArcaneArcher) | Cavalier (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Cavalier) | Samurai (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Samurai)


Monk (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Monk)

Way of the Drunken Master (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheDrunkenMaster) | Way of the Kensei (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheKensei) | Way of the Sun Soul (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WayoftheSunSoul)


Paladin (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Paladin)

Oath of Conquest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#OathofConquest) | Oath of Redemption (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#OathofRedemption)


Ranger (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Ranger)

Gloom Stalker (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#GloomStalker) | Horizon Walker (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#HorizonWalker) | Monster Slayer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#MonsterSlayer)


Rogue (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Rogue)

Inquisitive (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Inquisitive) | Mastermind (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Mastermind) | Scout (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Scout) | Swashbuckler (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Swashbuckler)


Sorcerer (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Sorcerer)

Divine Soul (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#DivineSoul) | Shadow Magic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#ShadowMagic) | Storm Sorcery (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#StormSorcery)


Warlock (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Warlock)

The Celestial (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#TheCelestial) | The Hexblade (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#TheHexblade) | Eldritch Invocations (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#EldritchInvocations)


Wizard (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#Wizard)

War Magic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/subclasses#WarMagic)


This Is Your Life (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life)

Origins (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#Origins) | Personal Decisions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#PersonalDecisions) | Life Events (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-this-is-your-life#LifeEvents)
Racial Feats (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-options-racial-feats)


Ch 2: Dungeon Master's Tools (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools)

Simultaneous Effects (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SimultaneousEffects)
Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Falling)

Rate of Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#RateofFalling) | Flying Creatures and Falling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#FlyingCreaturesandFalling)


Sleep (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Sleep)

Waking Someone (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#WakingSomeone) | Sleeping in Armor (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SleepinginArmor) | Going without a Long Rest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#GoingwithoutaLongRest)


Adamantine Weapons (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AdamantineWeapons)
Tying Knots (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#TyingKnots)
Tool Proficiencies (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolProficiencies)

Tools and Skills Together (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolsandSkillsTogether) | Tool Descriptions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ToolDescriptions)


Spellcasting (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Spellcasting)

Perceiving a Caster at Work (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#PerceivingaCasteratWork) | Identifying a Spell (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#IdentifyingaSpell) | Invalid Spell Targets (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#InvalidSpellTargets) | Areas of Effect on a Grid (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AreasofEffectonaGrid)


Encounter Building (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#EncounterBuilding)

Quick Matchups (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#QuickMatchups)


Random Encounters: A World of Possibilities (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters)

Arctic (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#ArcticEncounters) | Coastal (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#CoastalEncounters) | Desert (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#DesertEncounters)| Forest (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#ForestEncounters)| Grassland (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#GrasslandEncounters) | Hill (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#HillEncounters) | Mountain (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#MountainEncounters)| Swamp (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#SwampEncounters)| Underdark (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UnderdarkEncounters)| Underwater (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UnderwaterEncounters)| Urban (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/random-encounters#UrbanEncounters)


Traps Revisited (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#TrapsRevisited)

Simple Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SimpleTraps) | Designing Simple Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DesigningSimpleTraps)
Complex Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ComplexTraps) | Designing Complex Traps (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DesigningComplexTraps)


Downtime Revisited (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DowntimeRevisited)

Rivals (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Rivals)
Downtime Activities (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#DowntimeActivities)

Buying a Magic Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#BuyingaMagicItem) | Carousing (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Carousing) | Crafting an Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#CraftinganItem) | Crime (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Crime) | Gambling (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Gambling) | Pit Fighting (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#PitFighting) | Relaxation (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Relaxation) | Religious Service (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ReligiousService) | Research (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Research) | Scribing a Spell Scroll (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#ScribingaSpellScroll) | Selling a Magic Item (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#SellingaMagicItem) | Training (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Training) | Work (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#Work)


Awarding Magic Items (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/dungeon-masters-tools#AwardingMagicItems)

Common Magic Items (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/common-magic-items) | Magic Item Tables (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/magic-item-tables)


Ch 3: Spells (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells)

Spell Lists (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells#SpellLists) | Spell Descriptions (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/spells#SpellDescriptions)

Appendix A: Shared Campaigns (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/shared-campaigns)Appendix B: Character Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names)

Nonhuman Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names#NonhumanNames) | Human Names (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/character-names#HumanNames)


Credits (https://web.archive.org/web/20171016180500/https://www.dndbeyond.com/compendium/rules/xgte/credits)



Disclaimer: No goldfish were harmed in the making of this book. Especially not Sylgar. Sylgar definitely did not die because we forgot to change his water. If you see Xanathar, make sure it knows that. Be perfectly clear Sylgar was not harmed. And we had nothing to do with it. Better yet, don’t bring it up, and don’t mention us.

Here's hoping this is what they ultimately ultimately with. Sad they didn't rework the lore wizard to make it more balanced and no stone sorc, but the rest is good. Glad they included a version of Favored Soul and glad to see Hexblade made it too if this is the final list of included subclasses. My current character will be fully (baring some various dms and league limitations) legal to use if so.

Dudewithknives
2017-10-17, 08:08 AM
It costs a reaction to do so. Have you even seen action economy in the late game? There are so many attack rolls and creatures acting that it's tough to keep track!! Being able to block a single instance of 4d8 damage per round isn't going to be game breaking in the slightest.

Since when was this game balanced around PvP? I didn't know we have PC Rogues fighting PC Barbarians.

As for "hard for anyone else to kill," Barbarians are notorious for having poor Int, Wis, and Cha saves. Target any of those saving throws, and you'll be fine. A DM shouldn't have any true issue with a Barbarian; just throw a group of Cult Fanatics at them. One of those castings of Hold Person will eventually stick.

It is not just a block of 4d8.

It is a block of 4d8 with no restrictions.
Happens after you know if they have been hit, so you can't waste it like you can with mage slayer or other reaction abilities.
Works on any kind of damage.
Stacks with resistances.
Can self target.
Not only blocks but also reflects the damage blocked back to the target.
Reflects with no save.
Reflects with no roll at all.
Reflects at any range.

That averages out to 18 damage stopped, if they hit, and 18 more damage done to the enemy that they can't do anything about, on top of barbarian resistance in the first place to S/B/P damage.
That is the equivalent of ignoring one attack a turn, and getting an auto hit any distance attack that does the damage of a 20 strength great axe attack for a reaction.
Yeah, I will take that every single day.

Against lower level people why would anyone ever attack you.
If you walk up to a castle and the archers on the battlement shoot at you, and the first one that hits falls over dead from 200 feet away while you just stand there, people are going to just stop shooting you.

Add that to a subclass that at level 3 gives diadvantage to all attacks their target makes that try to hit anyone else, AND gives them effectively half damage even if they do hit someone else, makes the subclass ridiculously broken.

It would not be so bad if the ancestral shield could not self target, or if the damage reflect part ended your rage when it happened.

Biggstick
2017-10-17, 10:36 AM
It is not just a block of 4d8.

It is a block of 4d8 with no restrictions.
Happens after you know if they have been hit, so you can't waste it like you can with mage slayer or other reaction abilities.
Works on any kind of damage.
Stacks with resistances.
Can self target.
Not only blocks but also reflects the damage blocked back to the target.
Reflects with no save.
Reflects with no roll at all.
Reflects at any range..

But it does have restrictions. The target being "blocked" from damage has to be within 30' of the Barbarian. Rarely is that the situation with tanks and squishies in my experience. An additional restriction on both the blocking and the reflecting of damage is that they both require the Barbarian to be raging for either effect to be useable. If the Barbarian isn't raging, neither effect is useable.

As far as stacking with resistance, have you looked at that math before? Let's go with your average of 18 damage stopped. That would turn an instance of 30 damage into 12. Resistance turns 12 into 6. Resistance is a lot less effective against lower amounts of damage compared to it's effectiveness against higher instances of damage.


That averages out to 18 damage stopped, if they hit, and 18 more damage done to the enemy that they can't do anything about, on top of barbarian resistance in the first place to S/B/P damage.
That is the equivalent of ignoring one attack a turn, and getting an auto hit any distance attack that does the damage of a 20 strength great axe attack for a reaction.
Yeah, I will take that every single day.

Against lower level people why would anyone ever attack you.
If you walk up to a castle and the archers on the battlement shoot at you, and the first one that hits falls over dead from 200 feet away while you just stand there, people are going to just stop shooting you.

It's an effect very similar to the Sentinel feat, with the added benefit of using up the Barbarian's reaction to reduce a bit of damage to an ally within 30' as well. It simulates the effect of Sentinel in an improved way.

You keep talking about this any distance away, damage being done. You're right, but this damage being reduced and reflected has to occur on an ally within 30' of the Barbarian (or on the Barbarian itself) while they're raging. The situation you've described, of a castle of archers shooting at the Barbarian and having one fall over and die, is one in which only one archer would die. The rest would hit the Barbarian and do damage like normal, as the Barbarian only has the one single reaction. And let's suppose your situation of a single archer firing (which by the way wouldn't happen, as archers fire in waves to ensure a less likely chance of an enemy getting out of the way of an arrow) goes off while the Barbarian has decided to rage while walking into the castle and the archer gets killed; when the Barbarian's turn comes around, and most likely doesn't attack (and isn't attacked by archers for a round) the rage they had is now gone. Mind you the Barbarian gets this ability at level 6; by this level many classes have access to Fireball (Lore Bard secrets, Light Clerics, Sorcerers, Fiend Warlocks, and Wizards) and can do much more damage to a castle of archers with a single spell on a single turn.


Add that to a subclass that at level 3 gives diadvantage to all attacks their target makes that try to hit anyone else, AND gives them effectively half damage even if they do hit someone else, makes the subclass ridiculously broken.

It would not be so bad if the ancestral shield could not self target, or if the damage reflect part ended your rage when it happened.

While the ability to reduce incoming damage and reflect said damage back to an enemy with a reaction and provide resistance to allies from a single target that has to have been attacked by the Barbarian on their turn, these abilities require a certain status to have been met. First of all, each ability you and I have talked about requires the Barbarian to be raging. No if's, and's or but's about it, all of the talked-about abilities require the Barbarian to be raging. I'm not sure if you've played a Barbarian, but this can occasionally be difficult to do. Providing resistance to allies, in addition to having the requirement of raging, requires the Barbarian to have attacked this turn the enemy who is attacking your allies. This is easily dealt with by the DM by having multiple bads or preventing the Barbarian from landing an attack. The reflecting and returning of damage both require the Barbarian to be within 30' of the ally and be able to see them take the damage. Rarely do I see this happen with squishies being close to a Barbarian except at the start of combat. Rarely do I see multiple melee tank types who end up standing within 30' of each other in the late game, as creatures you're fighting are generally large enough to keep you at a pretty large distance from each other. What I'm getting at is that though they are powerful abilities, everything hinges off of the Barbarian raging, landing an attack, and being within 30' of an ally for it's archetype choices to be effective. If the Barbarian isn't raging, Path of the Ancestral Guardian is a standard Barbarian.

Dealing with a raging Barbarian is a pretty simple thing to do. This is a great Barbarian archetype, that fills a niche that wasn't filled by the others. Berserkers are better damage dealers who can't be charmed or feared. Totem Barbarians have choices, but they're generally about improving their allies ability to do damage in combat simply by being there (either through taking all the damage, getting in an enemy's face quickly, or providing allies advantage). Ancestral Guardian Barbarians are all about protecting their allies in combat. It's a niche that I didn't know I wanted filled, but now that I've seen it, I want it!

GlenSmash!
2017-10-17, 11:09 AM
The first one was fine, the second one was rediculous.

A 2d8 to 4d8 damage block, that also reflects the damage rolled and has no range limit on hitting the person back, only the blocking part, and unlimited uses that are only a reaction, but it can also target yourself with it.

That makes a level 14+ barbarian completely unkillable by a rogue, and very very hard to kill by anyone that does not get 3+ a tracks a round. This is on top all the other things the subclass gets and barbarian normal goodies.

Huh, I was always reading as it must be a creature other than you, but you're right, that language is not in the text. I will definitely be playing Spirit Shield as it must be someone other than the Barbarian. The Barb already has resistance from rage to protect itself. Spirit Shield should be to protect others.

Dudewithknives
2017-10-17, 11:24 AM
But it does have restrictions. The target being "blocked" from damage has to be within 30' of the Barbarian. Rarely is that the situation with tanks and squishies in my experience. An additional restriction on both the blocking and the reflecting of damage is that they both require the Barbarian to be raging for either effect to be useable. If the Barbarian isn't raging, neither effect is useable.

As far as stacking with resistance, have you looked at that math before? Let's go with your average of 18 damage stopped. That would turn an instance of 30 damage into 12. Resistance turns 12 into 6. Resistance is a lot less effective against lower amounts of damage compared to it's effectiveness against higher instances of damage.



It's an effect very similar to the Sentinel feat, with the added benefit of using up the Barbarian's reaction to reduce a bit of damage to an ally within 30' as well. It simulates the effect of Sentinel in an improved way.

You keep talking about this any distance away, damage being done. You're right, but this damage being reduced and reflected has to occur on an ally within 30' of the Barbarian (or on the Barbarian itself) while they're raging. The situation you've described, of a castle of archers shooting at the Barbarian and having one fall over and die, is one in which only one archer would die. The rest would hit the Barbarian and do damage like normal, as the Barbarian only has the one single reaction. And let's suppose your situation of a single archer firing (which by the way wouldn't happen, as archers fire in waves to ensure a less likely chance of an enemy getting out of the way of an arrow) goes off while the Barbarian has decided to rage while walking into the castle and the archer gets killed; when the Barbarian's turn comes around, and most likely doesn't attack (and isn't attacked by archers for a round) the rage they had is now gone. Mind you the Barbarian gets this ability at level 6; by this level many classes have access to Fireball (Lore Bard secrets, Light Clerics, Sorcerers, Fiend Warlocks, and Wizards) and can do much more damage to a castle of archers with a single spell on a single turn.



While the ability to reduce incoming damage and reflect said damage back to an enemy with a reaction and provide resistance to allies from a single target that has to have been attacked by the Barbarian on their turn, these abilities require a certain status to have been met. First of all, each ability you and I have talked about requires the Barbarian to be raging. No if's, and's or but's about it, all of the talked-about abilities require the Barbarian to be raging. I'm not sure if you've played a Barbarian, but this can occasionally be difficult to do. Providing resistance to allies, in addition to having the requirement of raging, requires the Barbarian to have attacked this turn the enemy who is attacking your allies. This is easily dealt with by the DM by having multiple bads or preventing the Barbarian from landing an attack. The reflecting and returning of damage both require the Barbarian to be within 30' of the ally and be able to see them take the damage. Rarely do I see this happen with squishies being close to a Barbarian except at the start of combat. Rarely do I see multiple melee tank types who end up standing within 30' of each other in the late game, as creatures you're fighting are generally large enough to keep you at a pretty large distance from each other. What I'm getting at is that though they are powerful abilities, everything hinges off of the Barbarian raging, landing an attack, and being within 30' of an ally for it's archetype choices to be effective. If the Barbarian isn't raging, Path of the Ancestral Guardian is a standard Barbarian.

Dealing with a raging Barbarian is a pretty simple thing to do. This is a great Barbarian archetype, that fills a niche that wasn't filled by the others. Berserkers are better damage dealers who can't be charmed or feared. Totem Barbarians have choices, but they're generally about improving their allies ability to do damage in combat simply by being there (either through taking all the damage, getting in an enemy's face quickly, or providing allies advantage). Ancestral Guardian Barbarians are all about protecting their allies in combat. It's a niche that I didn't know I wanted filled, but now that I've seen it, I want it!

Never in the history of 5e have I ever seen a barbarian not have enough Rages or lose a Rage in a fight short of being incapacitated.
Raging resistance, cutting a target's damage in half with no save as long as you hit and giving them disadvantage to hit anyone else, blocking 4d8 of damage if they hit you or an ally, and then reflecting that damage back every turn by spending a reaction.

Ask any class if they would like an ability to spend a reaction to stop 4d8 damage and then reflect it back that they can use every turn.
A barbarian has no other abilities that use a reaction anyway.

Well, of course people want it, it is broken as hell.

Eragon123
2017-10-17, 11:39 AM
Can't a barbarian just hit themselves to keep rage going?

unarmed strike does 1 damage + rage bonus which is at least 3. So even with resistance one damage is getting through. Which is enough to keep rage going.

Biggstick
2017-10-17, 12:10 PM
Never in the history of 5e have I ever seen a barbarian not have enough Rages or lose a Rage in a fight short of being incapacitated.
Raging resistance, cutting a target's damage in half with no save as long as you hit and giving them disadvantage to hit anyone else, blocking 4d8 of damage if they hit you or an ally, and then reflecting that damage back every turn by spending a reaction.

Ask any class if they would like an ability to spend a reaction to stop 4d8 damage and then reflect it back that they can use every turn.
A barbarian has no other abilities that use a reaction anyway.

Well, of course people want it, it is broken as hell.

I've seen it both as a Player many times and created situations in which it has happened multiple times as a DM. And both have been situations in which the Barbarian wasn't incapacitated (easiest one is being further then 100' from a target they can attack, and then not taking damage from an enemy before the start of their next turn).

The damage cutting in half is only active if the Barbarian has hit the target doing the damage. The damage reflection is similar in damage output to a Sentinel reaction attack (2d8 at level 6, 3d8 at level 10, and 4d8 at 14. This all seems in line with the damage levels you'd expect from a Barbarian's melee Sentinel attack. In fact, I'd expect more from a Barbarian's Sentinel attack, 1d12 +4+2 makes for an average of 12.5 compared to the spirit's 2d8 average damage of 9. A Barbarian's Sentinel attack also has the opportunity to crit, doing even more damage). And the blocking of damage doesn't start until level 14. Spellcasters have abilities like Etherealness and Teleport; does being able to block 18 average damage a turn on a target within 30' of the Barbarian while they're raging seem broken compared to the power spellcasters have? I don't think so.

You're right, Barbarians don't inherently have a built in reaction in their kit. This archetype creates a fantastic situation for a Barbarian to use it's reaction. But it's what the entire class is built around. To simply say if any class would like the ability to do this is like saying if any class would like the ability to make any Illusion cast real for 1 minute (Illusion Wizard's level 14 archetype feature) or if any class would like the ability to be able to cause creatures charmed by it to not realize they were charmed by the caster (Enchantment Wizard's level 14 archetype feature). You're taking an ability that is so tied to a core element of the archetype/class (must be raging, must have access to Barbarian Spirit Shield level 6 ability, and must be within 30' of the ally being targeted) that it can't be compared the way you're comparing it. Now if you were comparing a feature like Draconic Sorcerer's level 14 (free flight as a bonus action), that'd be different. While that feature is incredibly flavorful for the Draconic Sorcerer, it isn't dependent on any other abilities from the Draconic Sorcerer to actually function.

I'd suggest you play such a Barbarian with a creative DM. They're going to find plenty of ways to deal with you "abusing" these features, and they will very much so be similar tactics to how a DM deals with all Barbarians.


Can't a barbarian just hit themselves to keep rage going?

unarmed strike does 1 damage + rage bonus which is at least 3. So even with resistance one damage is getting through. Which is enough to keep rage going.

https://www.sageadvice.eu/2016/09/27/can-a-barbarian-hit-himself-to-keep-his-rage-going/

That pretty much says it all in response to your question.

Trampaige
2017-10-17, 12:22 PM
The damage cutting in half is only active if the Barbarian has hit the target doing the damage. The damage reflection is similar in damage output to a Sentinel reaction attack (2d8 at level 6, 3d8 at level 10, and 4d8 at 14. This all seems in line with the damage levels you'd expect from a Barbarian's melee Sentinel attack. In fact, I'd expect more from a Barbarian's Sentinel attack, 1d12 +4+2 makes for an average of 12.5 compared to the spirit's 2d8 average damage of 9. A Barbarian's Sentinel attack also has the opportunity to crit, doing even more damage). And the blocking of damage doesn't start until level 14. Spellcasters have abilities like Etherealness and Teleport; does being able to block 18 average damage a turn on a target within 30' of the Barbarian while they're raging seem broken compared to the power spellcasters have? I don't think so.




For what it's worth, the damage blocking starts at lvl6, the reflection happens at 14, same level that frenzy barbs get retaliation. You still have to choose between taking the sentinel attack on something and saving the reaction to reduce damage, and they have to be really close to you for you to use it. It might make sentinel less of a guaranteed pick, which wouldn't be awful.

The language of creature you can see is unfortunately ambiguous, it probably shouldn't target the barbarian. Especially given the whole archetype is themed to protect your party, not yourself.

It seems to give barbarians an option to play a more defensively minded tank protector, without having to dip for protection fighting style or taking sentinel. Is it way more powerful than the originally posted version? For sure. But given that basically 99% of posts say that barbarians should be bear, it seems like it's going to take something pretty tactically significant to make it anything but a no brainer to follow one single option in one single archetype.

Dudewithknives
2017-10-17, 12:27 PM
I've seen it both as a Player many times and created situations in which it has happened multiple times as a DM. And both have been situations in which the Barbarian wasn't incapacitated (easiest one is being further then 100' from a target they can attack, and then not taking damage from an enemy before the start of their next turn).

The damage cutting in half is only active if the Barbarian has hit the target doing the damage. The damage reflection is similar in damage output to a Sentinel reaction attack (2d8 at level 6, 3d8 at level 10, and 4d8 at 14. This all seems in line with the damage levels you'd expect from a Barbarian's melee Sentinel attack. In fact, I'd expect more from a Barbarian's Sentinel attack, 1d12 +4+2 makes for an average of 12.5 compared to the spirit's 2d8 average damage of 9. A Barbarian's Sentinel attack also has the opportunity to crit, doing even more damage). And the blocking of damage doesn't start until level 14. Spellcasters have abilities like Etherealness and Teleport; does being able to block 18 average damage a turn on a target within 30' of the Barbarian while they're raging seem broken compared to the power spellcasters have? I don't think so.

You're right, Barbarians don't inherently have a built in reaction in their kit. This archetype creates a fantastic situation for a Barbarian to use it's reaction. But it's what the entire class is built around. To simply say if any class would like the ability to do this is like saying if any class would like the ability to make any Illusion cast real for 1 minute (Illusion Wizard's level 14 archetype feature) or if any class would like the ability to be able to cause creatures charmed by it to not realize they were charmed by the caster (Enchantment Wizard's level 14 archetype feature). You're taking an ability that is so tied to a core element of the archetype/class (must be raging, must have access to Barbarian Spirit Shield level 6 ability, and must be within 30' of the ally being targeted) that it can't be compared the way you're comparing it. Now if you were comparing a feature like Draconic Sorcerer's level 14 (free flight as a bonus action), that'd be different. While that feature is incredibly flavorful for the Draconic Sorcerer, it isn't dependent on any other abilities from the Draconic Sorcerer to actually function.

I'd suggest you play such a Barbarian with a creative DM. They're going to find plenty of ways to deal with you "abusing" these features, and they will very much so be similar tactics to how a DM deals with all Barbarians.



https://www.sageadvice.eu/2016/09/27/can-a-barbarian-hit-himself-to-keep-his-rage-going/

That pretty much says it all in response to your question.

I have played a Barbarian 3 times, once to level 17, and every group i have ever played in or ran a game for has had at least 1 barbarian because they are so powerful.

If you are playing a barbarian and you lose rage when you are not incapacitated, you are playing badly.

Who cares if the enemy is 100 feet away? Fire a bow at him, you have not made an attack and keep raging.

Nowhere does it ever say that you have to make a melee attack, or even hit the enemy. You simply have to attack a hostile target.
It does not even matter if you have a real chance to hit, you simply have to make an attack.

If I see an enemy across the room but there is a wall of force in the way, I can still try to attack him, it just will not do any good.

You bring up the point of it only cuts their damage in half if you hit, but barbarians have the best to hit in the game when they need it thanks to reckless attack, also with 2 attacks you are more than likely going to hit one of them.

Damage from the reflect is not similar to sentinel: Sentinel requires you to actually make an attack roll, and also may apply resistances, disadvantage or the like, the reflect is automatic, does not get resisted, and uses the same reaction, AND you get to take 4D8 off the damage of whatever they hit.

The blocking of damage starts at level 6, the reflect starts at 14.

Biggstick
2017-10-17, 12:41 PM
I have played a Barbarian 3 times, once to level 17, and every group i have ever played in or ran a game for has had at least 1 barbarian because they are so powerful.

If you are playing a barbarian and you lose rage when you are not incapacitated, you are playing badly.

Who cares if the enemy is 100 feet away? Fire a bow at him, you have not made an attack and keep raging.

Nowhere does it ever say that you have to make a melee attack, or even hit the enemy. You simply have to attack a hostile target.
It does not even matter if you have a real chance to hit, you simply have to make an attack.

If I see an enemy across the room but there is a wall of force in the way, I can still try to attack him, it just will not do any good.

You bring up the point of it only cuts their damage in half if you hit, but barbarians have the best to hit in the game when they need it thanks to reckless attack, also with 2 attacks you are more than likely going to hit one of them.

Damage from the reflect is not similar to sentinel: Sentinel requires you to actually make an attack roll, and also may apply resistances, disadvantage or the like, the reflect is automatic, does not get resisted, and uses the same reaction, AND you get to take 4D8 off the damage of whatever they hit.

The blocking of damage starts at level 6, the reflect starts at 14.

People are complaining about 4d8, when that doesnt come online until level 14. It's 2d8 from level 6-9. That really isn't that much damage to reduce for a single attack. And it eats up the Barbarian's reaction. Yeah, it's reducing damage taken, but it doesn't reduce it in broken amounts if you have multiple attackers making many attack rolls.

Thank you for the correction on which is at which level regarding reflecting and reducing damage.

So the situation I'll present you is killing a target within a group of targets with a melee weapon. The next group of targets are over 100 feet away. To continue attacking in the way you need (and not depending on the targets over 100 feet away hitting you) would require you to drop your melee weapon and pull out at least a Shortbow or Light Crossbow so that you have the reach to make the argument that you're "attacking" the target. What are you doing on the next few turns? You're only moving 40' a turn, and will take a few turns yo reach the targets. During this time, if there ever happens to be a pause in the combat where the Barbarian doesn't have anything to attack, or take damage from, they will lose their rage. It isn't unheard of for enemies to come in waves like this, making it entirely possible for your strategy to be one that's used but there ends up being a pause in the combat long enough for rage to drop.

Dudewithknives
2017-10-17, 12:46 PM
People are complaining about 4d8, when that doesnt come online until level 14. It's 2d8 from level 6-9. That really isn't that much damage to reduce for a single attack. And it eats up the Barbarian's reaction. Yeah, it's reducing damage taken, but it doesn't reduce it in broken amounts if you have multiple attackers making many attack rolls.

Thank you for the correction on which is at which level regarding reflecting and reducing damage.

So the situation I'll present you is killing a target within a group of targets with a melee weapon. The next group of targets are over 100 feet away. To continue attacking in the way you need (and not depending on the targets over 100 feet away hitting you) would require you to drop your melee weapon and pull out at least a Shortbow or Light Crossbow so that you have the reach to make the argument that you're "attacking" the target. What are you doing on the next few turns? You're only moving 40' a turn, and will take a few turns yo reach the targets. During this time, if there ever happens to be a pause in the combat where the Barbarian doesn't have anything to attack, or take damage from, they will lose their rage. It isn't unheard of for enemies to come in waves like this, making it entirely possible for your strategy to be one that's used but there ends up being a pause in the combat long enough for rage to drop.

I would be perfectly fine with the damage block and the reflect if the barbarian could not target themselves, it is that combined with already having some of the best resistances in the game, and the best hp in the game would make crazy especially considering that other than an AOO they have no reaction abilities anyway.

GlenSmash!
2017-10-17, 03:47 PM
So the situation I'll present you is killing a target within a group of targets with a melee weapon. The next group of targets are over 100 feet away. To continue attacking in the way you need (and not depending on the targets over 100 feet away hitting you) would require you to drop your melee weapon and pull out at least a Shortbow or Light Crossbow so that you have the reach to make the argument that you're "attacking" the target. What are you doing on the next few turns? You're only moving 40' a turn, and will take a few turns yo reach the targets. During this time, if there ever happens to be a pause in the combat where the Barbarian doesn't have anything to attack, or take damage from, they will lose their rage. It isn't unheard of for enemies to come in waves like this, making it entirely possible for your strategy to be one that's used but there ends up being a pause in the combat long enough for rage to drop.

It is exactly this situation that makes my Barbarians go and get longbows. I would rather attack with disadvantage knowing I probably wont hit then lose Rage.