Hey there, I was curious to know your opinion about playing as a Tortle with the World Tree Barbarian. Do you think it'd be a good combo to use for a character?
I've built a forest gnome farmer worldtree barbarian, the gnome gives adv on all Int, Chr, and Wis saves. Barb gives Adv on Str and Dex saves. I love the idea of this little raging gnome that shrugs off most spells :)
I think the whip is really underrated, one handed reach with the slow mastery is pretty good. It won’t get the bonus damage from GWM, but it will still get rage bonus damage and potentially allow you to use a shield or leave a hand open for grappling, or even for throwing some daggers
I actually heavily considered the whip for this build and spent a while experimenting with the idea but I really wanted to commit to the heavy weapon flavour so I dropped it!
@@InsightCheck probably a good call, I think the best use case for a whip is a true strike+smite oriented paladin, partly because delivering a thunderous smite via a whip is dope as hell
The whip is specially useful with monks, their high speed + slow = no melee dmg to you, which you counter catching the missiles and it improves with martial arts
I played a valkyrie barbarian build (aasimar world tree) in a one shot. using reaction to teleport enemies to you while flying is pretty unfair as 3d6 and prone on the start of their turn can be a big issue for a lot of enemies
For this build I would personally go with Champion and forgo Polearm master, as GWM also gives a bonus action attack on crits (champion + Reckless attack) and take Charger feat
Fighters and barbarians have so many features that slow and push enemies now, it's crazy. I love that you could easily make a build that does the opposite of this build's schtick and push, slow, and frighten enemies so they can't reach you at all. I'm very excited to play with the new rules!
For the comment about a ranged attacker having Disadvantage, it might be even worse than that - if teleport the enemy towards yourself, and put them on the opposite side of yourself from your allies, which I believe should allow you to use your body to give your allies Half Cover from the enemy you just teleported, giving them a +2 AC. If your GM would allow your Barbarian to give your allies Three-Quarters Cover from the enemy you teleported, that would give your allies +5 AC.
3 ranger for hunter's cleave like attack was unexpected but fantastic, especially with all the forced movement via battering roots and the level 6 teleport
Love this build but missing out of the level 14 teleport feature of World Tree is hard. I might drop the fighter levels; imagine you allies thinking they're safe 100 ft away only for you to teleport into the misdle of them, or just even 30 ft then make up the difference with an awesome movement speed and reach!
For fun and flavour I would absolutely drop the Fighter levels and go in on 14 Barb for teleportation. It didn’t exactly align with what I was trying to do but it would be so much fun to bounce around with it!
Hm, id suggest taking speedy and avoiding the battlemaster manuever that gives tou disengage. As a tank, i personally believe drawing attacks is better as to make the party take less. the speedy feat would fit greatly. Still draw op attacks, but at disadvantage, or straight roll if reckless.
Cool build, and it can be improved for sure. You could take a shield and a one handed weapon with sap/slow for tough situations that you really need better AC to survive longer, so you can make use of those dead weapon mastery gains. Or for any combat with one or few powerful enemies were Cleave would be wasted, but better defenses could make a difference. You could take protection fighting style for closed combat spaces with your fighter dip, it can be a really good reaction for protecting allies in closed spaces. Then you take defense FS as Ranger. And you can take the Shield Master feat instead of PAM, you have topple with your shield besides sap/slow with your weapon and you can use action surge to shift to "defense mode" (equip shield with the extra action). Also, your dex saves will be pretty decent with danger sense+shield master. Another option is mage slayer for better mental saves.
The build can certainly be improved upon and shields are a valid consideration (and I did think about it) but it just didn’t mesh with the flavour and fantasy of what I was trying to create either. Even within the framework of what I present though, there is plenty of room for tweaking!
I imagen could play a really cool world tree barbarian/sea druid goliath in a gestalt campaign. Since non of the druid features really need spells or concentration. We can flavor it a little bit like a mangrove tree.
@@InsightCheck Dragon monk, eventually warrior of the elements! Session was so much fun, being able to attack with a bonus action no matter what gave me such trememendous flexibility
Heading to Gamehole Con in October, totally stoked to play a Druid(moon)/Monk(open fist) Changeling. Generally take the appearance of an anthropomorphic bear-person. Wildshape into a cave bear, shape shift back into a (large) anthropomorphic bear-person. Prone/Grapple with Flurry of Blows, then bite and claw whoever it is I have pinned under my feet. If you can see any better ways to pull this off, I'd love to hear it! Or what to do with my concentration...
I really like the build, adding nets and caltrops as options, while less damage could provide even more control. I was able to play Colby's Artificer/Bladesinger, only to level 5, but I liked the disadvantage to hitting people other than me mechanic. This seems like it would be more effective. I imagine playing this alongside someone playing a monk who is all about bringing people over to you.
The Pole Strike feature that comes with Polearm Master might have to make an attack roll. In the rules under Combat theirs a subsection called Making an Attack. The first section says "When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:" If you look at the second sentence it can be abridged to say, "Some Bonus Actions also let you make an attack." It then goes on to say you have to make an attack roll.
It definitely has to make a roll, I’m not sure I follow? Are you referring to me saying “guaranteed attack”? If so, I just meant that it enables a BA attack that is possible to use every turn whereas the BA attack from GWM was conditional. If you were talking about something else though let me know!
One spell option could possibly take with Ranger is Jump. 1 hour duration, no concentration, and it lets you trade 10ft of movement for a 30ft jump, further increasing your rundown game.
When you use Large size, then use branches to teleport them 5 in front of and above your head, so they will drop 10 ft causing them to go prone and take 1d6 fall damage. With the 0' move speed mean they are stuck being prone till their next turn.
or just be a dragonborn use your flying ability and teleport them to you up in the air for extra fall damage and the prone condition with 0 movement. So negate a whole turn of an enemy and give everbody advantage against them. Also pulling enemies near you and reducing their speed and being able to make extra attacks against enemies close to each other screams desperately to also have the option for a nice breath weapon attack against multiple targets.
I think the only issue with this build is that it a lot of the features depend on there being two enemy creatures right next to each other. As someone that has been playing a death cleric for a while, I can say that that doesn't happen all that often, especially against important boss monsters.
Yeah this is definitely a potential issue. It’s part of why I did mention that the numbers provided may seem optimistic but the caveat was clearly stated. Generally speaking, I don’t think 2 enemies is all that unlikely especially when you’re going out of your way to pull them toward you, slow, topple and keep them there. Combined with the 20 foot reach of the weapon. Yes, there’s gonna be some variance and it won’t always work out, that’s 100% for sure. But I think it’s realistic enough to fairly reliably be executed.
I would tend to agree but it is more than that. It’s also Second Wind which is great for a Tank but also Action Surge. Those combined with Battle Master feels like it puts it over the edge. But, yeah, I can absolutely see an argument for going to 14.
Is there a 5.24 class that doesn't recharge something on a short-rest now? Don't get me wrong I think that is great if true, I have no ability to recall how many times, the party I was with stopped for a short rest only because my Warlock was out of spell slots, so everyone getting something useful from a short rest is a blessing.
Off the top of my head I don’t think the base Rogue gets anything from a Short Rest. I could be wrong though. It’s also possible one of its subclasses might.
I think there’s a struggle with Cleave on this build. Yes you can move to one enemy, and then when a second enemy starts their turn you can pull them next to the first, but now you no longer have the threat of an opportunity attack to keep the first enemy within your reach, so they can just move away, and then you lose your chance at Cleave. It’s less consistent in play than presented, unfortunately.
I mean that’s exactly the point of all the slow and prone effects and using a reach weapon and when reach gets extended to 20 feet. Even if they do get away, you can pull them back if your Reaction is available. Or, given that they were likely slowed by one of our many effects to do so, we have 20 feet of Range to hit them with to slow or knock them prone again.
Even if they’re prone and slowed, they could probably still get out of cleave. Only five feet of movement is necessary for them to avoid cleave, and they’re guaranteed to have at least that much without needing to dash, until you get Hamstring Blow. The build is excellent for tanking, but the DPR is very idealized due to the assumption of a guaranteed cleave, when to my eyes it seems very much not guaranteed. Honestly it seems inconsistent enough that Hunter might not even be worth it.
@@IRFine dont forget you still have push mastery 10 feet no save(from lvl 4 as your third mastery and from lvl 10 with any weapon) and push brutal strike 15 feet (save) where you have control over the push distance so in case that the second enemy moved away from you less than 10-15 feet (if you slowed/toppeled them enough in your first round it should not be difficult to almost guarantee) and you teleported someone to you you can use the first attack to push mastery them (from lvl 10 you can even use PAM bonus action attack for it) toward the enemy who moved to make them adjacent again. Also with so much pushing with no save available (any fighter lvl 9 above can use push with any weapon even range) it is likely your teammates can help you set it up.
You never want to be the person drawing all of the damage. Even as a raging barb, you can’t take all the damage for 4 players without going down very quickly.
Can you switch weapons freely in the new version of the rules? I haven't looked much into the new rules, but I know you couldn't do this in 5.0 unless you simply just dropped your halberd on the ground, which seems like a fairly short-sighted plan to me 😜
I STRONGLY considered Alert. I ultimately went against it since Feral Instinct at least gives advantage on Initiative and it seems highly probable that someone else in the party e will hand it to swap with us if necessary!
@@InsightCheck Oh, maybe I mis heard then. When you were speaking about polearm later in the video it sounded like you were talking applying it. I think I got confused, but I just went back to it and you were referring to Horde Breaker. But PAM was on the scene. My brain got confused 😂
Well, the World Tree Barbarian seems to have only !one! specific/outstanding benefit for the group.... Binding enemies to the Barbarian as a "taunt beacon". They don't have high skills/proficiencies (except for weapons). They don't have mentionable support or utility options (other than binding enemies). They are pretty useless in social encounters. They can't contribute to exploration or puzzle/problem solving issues. So all in all they are quite useless in most of the scenarios when it comes to exploration, puzzles, utility, support, social encounters, problem solving, recalling knowledge/lore, finding things or negotiations and so on... The barbarian sadly lacks all of that. There are other classes and multiclass-combinations that can provide similar effects like Branches of the Tree. Spirit Guardians halves the movement (and deals dmg) or Conjure Minor Elementals creates difficult terrain (and increases dmg on attacks). Thorn whip can pull enemies 10 ft to your position. Hypnotic Pattern can incapacitate several enemies at once. Spike Growth creates difficult terrain as well and Plant Growth can reduce the movement Speed by 75% in a 100ft radius without even creating difficult terrain. Eldritch Blast (Repelling Blast) can push enemies away preventing attacks from melee enemies at all. Just to mention a few options. In my humble opinion literally a barbarian doesn't bring "enough to the table" to qualify as a "useful" class at all (No matter what subclass). Other classes can be as tanky with fewer hitpoints but more AC, do more dmg and/or can have a ton of other stuff that help to increase the entire grps efficiency in many scenarios.
27:01 it's fun, with horde breaker + cleave, you basically attack 3 times 1 enemy and 1 time another one, but having 2 enemies within 5 ft of each other isn't easy to force
9:44 Life giving Force is basically a free heroism. 2d6 in 1 turn isn't a lot, but 2d6 each turn makes any Rogue a tank, and as rage lasts 10 min, why not give it to the whole party?
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why are you doing barbarian when druid won the Poll?
@zEr-ne5ri the poll was so close they were constantly going back and forth. At the time I started working on the video, Barbarian was actually winning
@@InsightCheck ah ok thanks for the explanation at least
Hey there, I was curious to know your opinion about playing as a Tortle with the World Tree Barbarian. Do you think it'd be a good combo to use for a character?
This honestly looks like such a fun build to play. I'm so glad we have martials like this that have options and can do really cool stuff!
I am super hyped that this build exists and is possible. It’s exactly the type of character that I would want to play in game.
I've built a forest gnome farmer worldtree barbarian, the gnome gives adv on all Int, Chr, and Wis saves. Barb gives Adv on Str and Dex saves. I love the idea of this little raging gnome that shrugs off most spells :)
Killer combo!!
That’s awesome! Sounds like a lot of fun.
"I still just love the visual of someone just incredibly aggressively surveying the field in front of them."
Did you mean Batman?
LOL
I love build videos like this!
Hell yea, thank you i suck at creating character but love thr idea of a world tree barb! Thanks for the help, now unto a good backstory to RP lol
For Primal Knowledge, I view it as the Terminator or Jason from Friday the 13th. I don't see either of them running around yelling their heads off.
I think the whip is really underrated, one handed reach with the slow mastery is pretty good. It won’t get the bonus damage from GWM, but it will still get rage bonus damage and potentially allow you to use a shield or leave a hand open for grappling, or even for throwing some daggers
I actually heavily considered the whip for this build and spent a while experimenting with the idea but I really wanted to commit to the heavy weapon flavour so I dropped it!
@@InsightCheck probably a good call, I think the best use case for a whip is a true strike+smite oriented paladin, partly because delivering a thunderous smite via a whip is dope as hell
@@pederw4900 this invokes some seriously cool Castlevania vibes!
@@pederw4900 Oh my gods that sounds fantastic
The whip is specially useful with monks, their high speed + slow = no melee dmg to you, which you counter catching the missiles and it improves with martial arts
I enjoyed this build video, if you make more in the future I’d be interested!
While this subclass is awe-inspiringly good, I still cannot believe Druids does not have plant based subclass (Spore is not plant).
Yeah I hear you for sure!
Finally. A support barbarian. I’m so excited to make a build with this subclass!
This build will definitely do the job haha!
I played a valkyrie barbarian build (aasimar world tree) in a one shot. using reaction to teleport enemies to you while flying is pretty unfair as 3d6 and prone on the start of their turn can be a big issue for a lot of enemies
Did you go with the world tree or another flavour for your characters attacks?
Great job on the video, if you made more I would watch more.
That level 6 world tree feature is CRAZYTOWN
It’s SO good
For this build I would personally go with Champion and forgo Polearm master, as GWM also gives a bonus action attack on crits (champion + Reckless attack) and take Charger feat
Fighters and barbarians have so many features that slow and push enemies now, it's crazy. I love that you could easily make a build that does the opposite of this build's schtick and push, slow, and frighten enemies so they can't reach you at all. I'm very excited to play with the new rules!
For the comment about a ranged attacker having Disadvantage, it might be even worse than that - if teleport the enemy towards yourself, and put them on the opposite side of yourself from your allies, which I believe should allow you to use your body to give your allies Half Cover from the enemy you just teleported, giving them a +2 AC. If your GM would allow your Barbarian to give your allies Three-Quarters Cover from the enemy you teleported, that would give your allies +5 AC.
_Enemy stats_
*Immunity to Conditions:* Prone
💀
Hahaha you’re not wrong :P
There’s a lot of slow effects too but yeah, that’ll hurt :P
@@InsightCheck this build would be awesome if it worked also for ranged, imagine hitting a dragon while flying and reducing its speed to 0
As long as it’s only 30 feet up you could hahaha! Better yet, get the Wizard to cast Fly on you! Now we’re really cooking lol
@@InsightCheck ok, now that's something I must try 😂
3 ranger for hunter's cleave like attack was unexpected but fantastic, especially with all the forced movement via battering roots and the level 6 teleport
Absolutely! I was really happy with how well it fits the build!
I'm looking forward to many more!
Glad you liked it!
Love this build but missing out of the level 14 teleport feature of World Tree is hard. I might drop the fighter levels; imagine you allies thinking they're safe 100 ft away only for you to teleport into the misdle of them, or just even 30 ft then make up the difference with an awesome movement speed and reach!
For fun and flavour I would absolutely drop the Fighter levels and go in on 14 Barb for teleportation. It didn’t exactly align with what I was trying to do but it would be so much fun to bounce around with it!
@@InsightCheck yeah though I do love all the slowing synergy in this build!
Hm, id suggest taking speedy and avoiding the battlemaster manuever that gives tou disengage. As a tank, i personally believe drawing attacks is better as to make the party take less. the speedy feat would fit greatly. Still draw op attacks, but at disadvantage, or straight roll if reckless.
Cool build, and it can be improved for sure.
You could take a shield and a one handed weapon with sap/slow for tough situations that you really need better AC to survive longer, so you can make use of those dead weapon mastery gains. Or for any combat with one or few powerful enemies were Cleave would be wasted, but better defenses could make a difference. You could take protection fighting style for closed combat spaces with your fighter dip, it can be a really good reaction for protecting allies in closed spaces. Then you take defense FS as Ranger. And you can take the Shield Master feat instead of PAM, you have topple with your shield besides sap/slow with your weapon and you can use action surge to shift to "defense mode" (equip shield with the extra action). Also, your dex saves will be pretty decent with danger sense+shield master. Another option is mage slayer for better mental saves.
The build can certainly be improved upon and shields are a valid consideration (and I did think about it) but it just didn’t mesh with the flavour and fantasy of what I was trying to create either. Even within the framework of what I present though, there is plenty of room for tweaking!
I imagen could play a really cool world tree barbarian/sea druid goliath in a gestalt campaign. Since non of the druid features really need spells or concentration. We can flavor it a little bit like a mangrove tree.
I will defo play this subclass at some point
I hope I get a chance to!
@@InsightCheck my first 2024 game starts tomorrow!
HYPE! My first 2024 game is probably gonna start mid October
What are you playing?
@@InsightCheck Dragon monk, eventually warrior of the elements! Session was so much fun, being able to attack with a bonus action no matter what gave me such trememendous flexibility
Heading to Gamehole Con in October, totally stoked to play a Druid(moon)/Monk(open fist) Changeling. Generally take the appearance of an anthropomorphic bear-person. Wildshape into a cave bear, shape shift back into a (large) anthropomorphic bear-person. Prone/Grapple with Flurry of Blows, then bite and claw whoever it is I have pinned under my feet.
If you can see any better ways to pull this off, I'd love to hear it! Or what to do with my concentration...
I really like the build, adding nets and caltrops as options, while less damage could provide even more control. I was able to play Colby's Artificer/Bladesinger, only to level 5, but I liked the disadvantage to hitting people other than me mechanic. This seems like it would be more effective. I imagine playing this alongside someone playing a monk who is all about bringing people over to you.
Playing this alongside a monk or any other class helping to keep the enemies there is going to be just insane lol
Jason Vorheese is the master of rage based stealth 😂
The Pole Strike feature that comes with Polearm Master might have to make an attack roll. In the rules under Combat theirs a subsection called Making an Attack. The first section says
"When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure:"
If you look at the second sentence it can be abridged to say, "Some Bonus Actions also let you make an attack." It then goes on to say you have to make an attack roll.
It definitely has to make a roll, I’m not sure I follow? Are you referring to me saying “guaranteed attack”? If so, I just meant that it enables a BA attack that is possible to use every turn whereas the BA attack from GWM was conditional. If you were talking about something else though let me know!
This looks fun. 5.5 has defs made the Barbarian interesting. Or you designed a really good build. Or both.
Going to try out this subclass and use a shield and Sap WM weapons to try to be as tanky as possible.
One spell option could possibly take with Ranger is Jump. 1 hour duration, no concentration, and it lets you trade 10ft of movement for a 30ft jump, further increasing your rundown game.
That would be an awesome addition!
Jump only lasts 1 minute. But Longstrider does lasts 1 hour!
When you use Large size, then use branches to teleport them 5 in front of and above your head, so they will drop 10 ft causing them to go prone and take 1d6 fall damage.
With the 0' move speed mean they are stuck being prone till their next turn.
or just be a dragonborn use your flying ability and teleport them to you up in the air for extra fall damage and the prone condition with 0 movement. So negate a whole turn of an enemy and give everbody advantage against them. Also pulling enemies near you and reducing their speed and being able to make extra attacks against enemies close to each other screams desperately to also have the option for a nice breath weapon attack against multiple targets.
I think the only issue with this build is that it a lot of the features depend on there being two enemy creatures right next to each other. As someone that has been playing a death cleric for a while, I can say that that doesn't happen all that often, especially against important boss monsters.
Yeah this is definitely a potential issue. It’s part of why I did mention that the numbers provided may seem optimistic but the caveat was clearly stated. Generally speaking, I don’t think 2 enemies is all that unlikely especially when you’re going out of your way to pull them toward you, slow, topple and keep them there. Combined with the 20 foot reach of the weapon. Yes, there’s gonna be some variance and it won’t always work out, that’s 100% for sure. But I think it’s realistic enough to fairly reliably be executed.
You can fix that issue by pulling an enemy toward another one
Also, if you are trained in Perception while raging you have a Passive Perception of 20 due to having advantage with str checks. (at level 3!)
I'm not sure if battle master is worth giving up unlimited misty step at lvl 14 while raging.
I would tend to agree but it is more than that. It’s also Second Wind which is great for a Tank but also Action Surge. Those combined with Battle Master feels like it puts it over the edge. But, yeah, I can absolutely see an argument for going to 14.
@@InsightCheck For building the best tank I totally agree with you, for fun I would want to be bamfing around the table top like nightcrawler :)
I’m right there with you!
A thing i just realized: this subclass can also be a great hunter.
You try to run away, no you don't. The wizard is my target
Actually not the wizard, the cleric, for backstory reasons (i'm the DM)
Is there a 5.24 class that doesn't recharge something on a short-rest now? Don't get me wrong I think that is great if true, I have no ability to recall how many times, the party I was with stopped for a short rest only because my Warlock was out of spell slots, so everyone getting something useful from a short rest is a blessing.
Off the top of my head I don’t think the base Rogue gets anything from a Short Rest. I could be wrong though. It’s also possible one of its subclasses might.
Yeeeeeessssssss!!!!! I'm so excited!!!!
primal stealth is meant to be like stalking prey. Think of Garruk from MTG.
I think there’s a struggle with Cleave on this build. Yes you can move to one enemy, and then when a second enemy starts their turn you can pull them next to the first, but now you no longer have the threat of an opportunity attack to keep the first enemy within your reach, so they can just move away, and then you lose your chance at Cleave.
It’s less consistent in play than presented, unfortunately.
I mean that’s exactly the point of all the slow and prone effects and using a reach weapon and when reach gets extended to 20 feet. Even if they do get away, you can pull them back if your Reaction is available. Or, given that they were likely slowed by one of our many effects to do so, we have 20 feet of Range to hit them with to slow or knock them prone again.
Even if they’re prone and slowed, they could probably still get out of cleave. Only five feet of movement is necessary for them to avoid cleave, and they’re guaranteed to have at least that much without needing to dash, until you get Hamstring Blow.
The build is excellent for tanking, but the DPR is very idealized due to the assumption of a guaranteed cleave, when to my eyes it seems very much not guaranteed. Honestly it seems inconsistent enough that Hunter might not even be worth it.
@@IRFine dont forget you still have push mastery 10 feet no save(from lvl 4 as your third mastery and from lvl 10 with any weapon) and push brutal strike 15 feet (save) where you have control over the push distance so in case that the second enemy moved away from you less than 10-15 feet (if you slowed/toppeled them enough in your first round it should not be difficult to almost guarantee) and you teleported someone to you you can use the first attack to push mastery them (from lvl 10 you can even use PAM bonus action attack for it) toward the enemy who moved to make them adjacent again. Also with so much pushing with no save available (any fighter lvl 9 above can use push with any weapon even range) it is likely your teammates can help you set it up.
you should do the same build mostly with Grapple instead. Now the target cant move and is right next to you.
You never want to be the person drawing all of the damage. Even as a raging barb, you can’t take all the damage for 4 players without going down very quickly.
Can you switch weapons freely in the new version of the rules? I haven't looked much into the new rules, but I know you couldn't do this in 5.0 unless you simply just dropped your halberd on the ground, which seems like a fairly short-sighted plan to me 😜
Would you ever consider alert over tough? Or is the low CON too scary haha
I STRONGLY considered Alert. I ultimately went against it since Feral Instinct at least gives advantage on Initiative and it seems highly probable that someone else in the party e will hand it to swap with us if necessary!
@@InsightCheck Yeah! I was thinking about alert more as a support option! With advantage, just always swapping with the wizard or something. Nice!
Is that thumbnail MTG's Garruk? Cause it really looks like him without the helm lol.
It is yeah haha
No you are so agree that you use your strength on stealth because you say "Don't you eye ball me" and they don't.
Just so you know, the bonus action for PAM does not activate for GWM.
I know, 28:32.
@@InsightCheck Oh, maybe I mis heard then. When you were speaking about polearm later in the video it sounded like you were talking applying it. I think I got confused, but I just went back to it and you were referring to Horde Breaker. But PAM was on the scene. My brain got confused 😂
Hahaha all good, it was a long video, easy to get mixed up :)
where is the pinned comment and link?
Thank you for reminding me! It’s there now :)
Damn…that’s nice.
~_~
Thanks!
Well, the World Tree Barbarian seems to have only !one! specific/outstanding benefit for the group.... Binding enemies to the Barbarian as a "taunt beacon".
They don't have high skills/proficiencies (except for weapons).
They don't have mentionable support or utility options (other than binding enemies).
They are pretty useless in social encounters.
They can't contribute to exploration or puzzle/problem solving issues.
So all in all they are quite useless in most of the scenarios when it comes to exploration, puzzles, utility, support, social encounters, problem solving, recalling knowledge/lore, finding things or negotiations and so on...
The barbarian sadly lacks all of that.
There are other classes and multiclass-combinations that can provide similar effects like Branches of the Tree.
Spirit Guardians halves the movement (and deals dmg) or Conjure Minor Elementals creates difficult terrain (and increases dmg on attacks). Thorn whip can pull enemies 10 ft to your position. Hypnotic Pattern can incapacitate several enemies at once. Spike Growth creates difficult terrain as well and Plant Growth can reduce the movement Speed by 75% in a 100ft radius without even creating difficult terrain. Eldritch Blast (Repelling Blast) can push enemies away preventing attacks from melee enemies at all. Just to mention a few options.
In my humble opinion literally a barbarian doesn't bring "enough to the table" to qualify as a "useful" class at all (No matter what subclass).
Other classes can be as tanky with fewer hitpoints but more AC, do more dmg and/or can have a ton of other stuff that help to increase the entire grps efficiency in many scenarios.
13 STR, 13 WIS, 13 DEX and def need CON…dang.
27:01 it's fun, with horde breaker + cleave, you basically attack 3 times 1 enemy and 1 time another one, but having 2 enemies within 5 ft of each other isn't easy to force
20:17 if your party loves Fog Cloud or Darkness, you could also go with blind fighting
20:31 it depends, if you're using your unarmored defense, Defense fighting style isn't going to make much of a difference
9:44 Life giving Force is basically a free heroism. 2d6 in 1 turn isn't a lot, but 2d6 each turn makes any Rogue a tank, and as rage lasts 10 min, why not give it to the whole party?