If you're bummed about Bear Totem getting nerfed, play an Aasimar. That shores up the Radiant and Necrotic resistances so that you need only worry about Force and Psychic.
Imagine as dm rewarding them with a ring of psychic resistance then next session hitting them with 9th level magic missiles or fudging beholder roles (struggling to come up with monsters that do force damage lol)
Here's an idea for people who want to play World Tree Barbarian for its mechanics but aren't fans of the tree theme: Consider an "Eldritch Barbarian", with the roots representing tentacles of some otherworldly horror that they are connected to.
Hey Dudes! There's something about world tree that you missed. It is the best barbarian for cleaving, and you absolutely should not leave home without a great ax or halberd. 1) You can pull enemies next to you and position them anywhere within 5 ft of you as a reaction. 2) You can push creatures on top of ever other mastery property you are using on your weapon with every attack, which stacks with the push from brutal strike. 3) You can attack at 15 to 20 ft away from you depending on the weapon, allowing you to very easily maneuver enemies around by pushing them or pulling them close to each other for that long distance cleave. World tree Barbarian is custom designed to push and pull creatures where they want them, and so There is an extreme likelihood that two creatures will be standing next to each other at any given time. The pushes in pulling of this subclass simply allow it to be the best cleavers. I know in your Barbarian class guide you did not talk about cleave mastery weapons as a recommendation, but it absolutely should be on world tree.
I think graze would be pretty solid here too. World tree barbarian/hunter ranger gestalt campaign would have so many attacks as they (world tree and just the horde breaker feature, on top of dual wielding with nick attack, of course the disadvantage on attacks defensive feature isn't bad if we apply sap) synergise really well together. Now we would just have to figure out how to add battle master with their sweeping strike to really mess up a mob of foes.
I've been designing a World Tree Barbarian as a candidate for my next campaign and came to essentially the same conclusion, although I figured I should also bring along a graze weapon to use for less dense combats, or the ends of combats, or combats versus just one big-deal enemy. The only thing I'm not sure of is whether it makes more sense to use the great axe/greatsword pair or the halberd/glaive one.
A major upside of the zealot is that their damage boost doesn't need reckless attack to work. I know that you basically always want to attack with advantage, but advantage is cheap now, so often its a big defensive boost to do your full damage without reckless attack.
I'm gonna make a World Tree barbarian that is basically gonna be Happy Gilmour and I'm gonna pulverize my foes with my +1 Seven Iron of "Being too good for your home."
I see the Zealot's Fanatical Focus as less of a "reroll the saving throw you're bad at" and more of a "reroll the saving throw you SHOULD be passing anyway"
What I find great about this is that the subclasses aren't just balanced, but they don't step on each other's toes, to the point that having a Wild Heart Barbarian and a World Tree Barbarian on the same team covers two very distinct combat roles.
What love about the Wildheart is that it doesn’t directly get a damage increase, the damage increase it does get is from your allies by giving them pack tactics.
Having played a Berserker during the One D&D playtests and currently in our CoS campaign I can 100% say that a criting Reckless Frenzied GWM Greataxe attack on Werewolf with a Silver Greataxe was everything I hoped for the fantasy of dealing a disgusting amount of damage and cutting him in half. Because the Frenzy die CAN CRIT. So I racked up: 2d12 + 4d6 + 4 Str + 3 GWM + 2 Rage dealing an avg of 38 damage. Adding to that, we used Max Crit rules for our game, which jumped that number to an avg of 49.5. It felt like the kind of blow a Berserk should be landing!
I love that they made this change to the berserker subclass. The exhaustion for frenzy exchange of the original 5e berserker made the subclass not playable. You would become absolutely useless with 2 points of exhaustion.
3-4 level Berserker + 16-17 levels in Soulknife Rogue (Str. based); you can use certain abilities with Strength while raging, plus expertise, plus psionic dice. You don't miss out on any sneak attack scaling because of Berserker's 3rd level damage boost. Go 5-6 levels in Barb if you want extra attack; it'll just replace one sneak attack die, Slippery Mind, and Rend Mind. Plus, an unarmed, unarmored man can probably get just about anywhere without being suspicious
Ooooh, love this, the Berserker Barbarian really is a good dip now, isn't it? Reckless Attack, Rage, and basically a free Sneak Attack on hit really is solid. Wildheart has more defence and utility, but Berserker is what you grab to shore up your damage! Though I can see one making an argument to keep taking more levels in it haha 'Well if I go for 5 levels, I get Extra attack, and if I'm level 5 I should get level 6 for the immunities. And Feral Instinct for advantage to initiative is level 7, and then why should I skip the ASIN, Brutal Strikes is pretty good at level 9, then my next feature is at level 10, Relentless Rage is at 11th' and then before you know it, your a 20th level Barbarian. :P
I kinda want to play a Wildheart Barbarian in an Ice Age, Planegea type campaign with like animal tattoos matching the animal abilities that can glow and stuff. Sounds fun.
I think the "wow" factor that pushes a class into A or S, that makes a player excited to build and play them, is "being able to do one or more things VERY well". If you are great damage dealer, an unkillable tank, a crazy skill monkey, etc., then you can do something REALLY well and enjoy excelling at it. For classes like the Zealot or Champion, there's nothing wrong with them, but they don't have as much of the "wow" factor because they don't specialize as strongly in a given area. I think that's why you'd probably want to keep Berserker in "A" tier. It's a very specialized heavy damage dealer. It's a role in a party that a Barbarian often takes, and a Berzerker helps a person do it VERY well.
I personally think the Zealot rates a low A as well. It’s not as exceptional as the other subclasses, but it stays really pretty close, and it gives you a fair bit of extra juice on ALL the things you want out of a barbarian. More damage, more resilience, better saves. I think the only things that I would’ve like to see be a bit better was the Fanatical Focus (like the Dudes mentioned) and get the necrotic resistance earlier (maybe at lvl 6) because that’s SUCH a great resistance to have and would help make it extra appealing for any campaign with a lot of undead.
@@jelte3754 In the new PHB they get advantage on all Wisdom, Charisma, and Intelligence saves. Barbarians have advantage on all Dexterity saves, and advantage on Strength saves while raging. So Gnome barbarians are rolling every save but Constitution with advantage.
My GF is a cleric and after hearing about the World Tree subclass, she had the fun idea to multiclass so she can yoink allies next to her and cure wounds before sending them on their way since you don't have to be raging to use the level 6 feature. If she's out of spell slots, raging still gives her the ability to top allies off and gets her in the fight, pretty cool.
With the wording on the wild heart barbarian wolf and lion, it still works which ranged ally’s “attack rolls against any enemy of yours within 5 feet of you.” That wording to me makes it seem like the ability only cares if the enemy is within five feet. So a rouge and wizard at the back with range will still have advantage, and if the barbarian is combat with a bunch of range fighters they will have disadvantage against the party members further away. I might be off base but that’s how I’m interpreting the rules.
I have already been in talks with my DM for what kind of tree folk are in his world and how we are gonna make it a PC for One DND purely because of this subclass lol
*Eladrin* can easily be reflavored as a *Dryad.* Search for _"Deadbark Dryad"_ for a visual of what this otherwise beautiful *tree nymph* turns into whenever you *Rage,* and your skin becomes bark-like
Zealot in my eyes only needs a little love. for example, your fanatical focus only really needs to double the rage bonus for the save to be less maybe more at higher levels but I feel like it’s unnecessary. In addition, I’ll allow using the player’s rages to use it again as well.
Feel like a Halberd could be REALLY good on this build, particularly for the Cleave Mastery. With this Subclass' ability for maneuverability and forced movement, putting two creatures (that are larger or smaller) next to each other would be VERY doable. And since you can always use Push and Topple at will with your Battering Roots feature, using your first attack (and even a second if you needed to) to push one enemy towards another and then either with your second attack or your BA attack hit both of them with Cleave. So, at level 10, you could theoretically have 2 medium enemies 20 ft apart on your turn. Stand on the opposite side of one enemy and hit them twice, pushing them 20 feet (no save) all while you don't have to move more than 5 more feet between the two attacks as you have 20 ft reach. Push them together, then as long as both enemies are 5 feet from each other, and both are within 20 feet of you, you can then attack BOTH of them with the Cleave mastery with your BA polearm master attack, damaging them, but possibly pushing them both 10 more feet, or attempt to topple both. All the while you are still 20-30 feet from them and hopefully standing between them and your allies. This is how you tank in 5e
World Tree Barbarian is the subclass I find most exciting in the 2024 book. As soon as I can figure out a fun concept and find a campaign for it I will be playing one. I think what kinda brings both the Berserker and Zealot down a bit compared to World Tree & Wild Heart is that they are so combat focused which is something the base class already is. Thus if you were in a campaign that isn't combat heavy they don't really add much to the Barbarian whereas the World Tree & Wild Heart provide buffs that can be used and are useful both in and out of combat. I would rank them World Tree (S), Wild Heart (A), Zealot (B+), Berserker (B-).
Placing Berserker and Zealot in B tier because they are combat focused doesn't make sense. In the VAST majority of tables combat is a staple of the game, having solid damage dealers more of a boon than anything else because killing enemies quicker is often better than most other strategies. These subclasses amp up what the Barbarian is already decent at (even though comparatively they are NOT the biggest damage dealing martial). World Tree and Wild Heart do offer other options both in and out of combat (potentially) but the usefulness of some features is narrower than "good at making things dead". D&D is primarily combat focused, being even better in combat is a boon, not a detriment.
Zealots reroll+rage damage bonus on a failed safe seems to be useful on the base barbarians Relentless Rage ability. Failed the save at 0 hitpoints? reroll, add your bonus, get healed, keep fighting.
I just realized that if you are a Level 10 World Tree Barbarian using a Glaive, if you hit on an attack you can apply Topple or Push, but if you miss you get to apply Graze. Edit: Oh man, the Level 9 Fighter can replace a mastery with Push, Sap, or Slow. But the Level 10 World Tree gets Topple or Push IN ADDITION to the weapon's normal mastery.
Nerfing the rage beyond death (right feature?) of the zealot is the biggest disgrace to barbarian. Staying alive as long as you have 1hp at the end of your turn while raging? That was an awesome one
Yeah, I really like the flavor of that and am sad that it's gone. I do, however, know that it wasn't always that great a feature in actual gameplay because, to get to that level, they'd had to make their barbarian sturdy enough that they were almost never actually going to 0 any more.
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This video was probably made before Chris's recent video including the incredible damage from a berserker, with not a lot of optimization they are one of the best reliable and sustained damage
I feel like if the Zealot could spend rages to re-roll saving throws and got an additional rage it would be on perfect, because the world tree literally has misty step unlimited times and dimension door once per rage, but then they decide that mutipke rerolled saving throws is just too powerful which is weird because a re-rolled throw isn’t a guarantee even with rage bonus added, but misty step(world tree step) is literally a free mobility spell every turn for a combat encounter with one of the most devastating martial classes and then take your buddies with you once per rage for free. If you start and stop raging you get multiple dimension doors like jeez lol
The features of the Zealot Barbarian are a little lackluster compared to the others BUT it could make an interesting alternative to the Oathbreaker for a Paladin who has forsaken their original oath. Or to play as a character who wishes to be recognized as a Paladin but either lacks the mental fortitude to become one or is spurned by their alligned god for whatever reason.
I think a god of dance and stuff(fill in something that you like that seems to fit the theme) zealot could be fun in a party with dance bard, bladesinger wizard and some other similarly dance themed character choices.
I absolutely love the versatility of the Wild Heart subclass now, allowing you to choose what extra benefit you want from your rage at each time you use it. Makes me very excited to try it out
Definitely my favorite thing with barbarians and fighters, being able to get super tactical in the battlefield. Definitely more useful with battlemaps, and not so much for the 2D theater of the mind.
All thoughtful analysis of the the subclasses and as always a pleasure to listen to your perspectives. Motivated by your discussion, I think I have come with a potentially good and flavourful alternate version of the Path of the Zealot's "Fanatical Focus" level 6 feature that would bring that subclass solidly up into your A tier an on more equal footing wit the others. My offering for an alternate version would be "While your Rage is active, you gain a bonus to your saving throws equal to your Rage Damage bonus." While this is definitely a significant boost over the official version, I don't think it would be beyond the point of balance when compared to the other subclasses. It also would nicely parallel the Paladin's "Aura of Protection" also gained at 6 level, which given the Zealots "divine" narrative, as well as their existing mechanical and flavour overlap with the Paladin, seems fitting.
I would love to see this same kind of analysis on the “Old” but still playable subclasses on top of the 5.5 base class. Do they stack well? Is there still good synergy? Or do they fall apart with the new base class? IMO that would also be a great series!
With aasimar getting radiant and necrotic resistance it really wouldn't surprise me if we will be seeing a lot of wildheart bear aasimar barbarians. Although I believe nature paladins aura also covers a few of the exeptions. Of course the different extra choices are pretty neat to too.
I firmly believe the World Tree Barbarian is going to be a problem. It's as S-tier as the Twilight Cleric and I can't believe more people aren't talking about it
I'm in the same boat as Kelly, I've never particularly had a character concept in mind for a Barbarian, but now I am very interested in playing one. That World Tree subclass sounds so much fun it has to be the class I'm most interested in with the 2024 rules. Now to find a 2024 game to join, preferably with schedules that actually line up...
Just got a fun idea for the Zealot Barbarian. As the D-Dudes described the subclass features, I could almost see a fun build for Jak (Jak & Daxter) being made here. Diety being the Precursors. Flavoring the necrotic and radiant damage as dark or light eco versions of Jak really was what inspired this idea. It might take some multiclassing or something to finagle a perfect version of Jak. But I have always wanted to play a d&d version of him, and this could be a fun flavor to go with.
Hey Dudes, here is how I got around the no extra damage for Wild Heart class. I multi classed into Warlock and took Pact of the Blade, boosting his Charisma. It left some Str based powers by the wayside but it now gave this gish Green Flame Blade and Hex, giving a an extra 1d6 and 1d8 plus blasting an enemy next to him. I went Arch Fey Pact Warlock which gives lots of misty stepping and with the protection spells this gish can go quite a while without raging, not doing so until they're bloodied. Plus Eldritch Smite at later levels gives a nice damage boost. Its a fun multi class gish to play. Lots of versatility and utility in outdoor situations.
Should have kept the old capstone for zealot and focused on making it a tank. If Beserker is dmg, Wild heart is Utility, and World Tree is battlefield control, they should have focused on making the Zealot the tankiest. The meme of too angry to die was a perfect theme.
@@extonjonas6820 yeah pretty much. I like that the new Zealot allows them to keep other people up (to a limited degree but it gives other nice benefits). Use your reaction to make them too angry to die too lol.
An *Eladrin World Tree Barbarian* _(reflavored as a Dryad)_ can *Fey Step* across a chasm and joink their allies to them. Choosing the *Spring* season, you can bamph allies as soon as level 3 _(imitating and complementing the subclass features at level 6 and 14)._
@@jugglejunk I was strongly considering a Goliath World Tree Barbarian, but I was having a hard time choosing between the teleporting giant ancestry and the toppling one. The teleporting would be great at lower levels, but it starts to become more and more obsolete as the subclass matures. The toppling, on the other hand, requires no save (though the target's size is constrained), so that makes it a useful backup option in the later levels.
@@bigdream_dreambig Yep I totally agree. Although multiple teleportations in a row comes with it's own additional shenanigans escpecially if we get a flying speed. 😆😁
Did you notice how each barbarian subclass specializes in one area besides tanking? Berserker- damage Wild heart- ooc utility/exploration World tree- battlefield control Zealot- support (in a Paladin-ish way)
The eagle is really good, one of my favorite tactics with barbarian is hit and run tactics. You can charge in, get reckless, then dash AND disengage to get out of reach. Very useful when pairing with haste and/or boots of speed.
I'm most excited about the Worldtree Barbarian too. I Love the concept and you can make this Subclass to one mean machine who will never let an enemy get away from you except with Dimension Door. Yeeting a meele enemy to you or get right Up their face if needed. Makes this Subclass the Boss on the field. And just a Combination of Mage Slayer(STR), Sentinel (STR), Charger(STR), Speedy (CON) for the feets make you reach the Caps you need and make your Mobility get on the next lvl and you are the best Tank in the whole Game.
Careful: Charger may not be all that useful because you're often bringing your enemies to you, and Sentinel has the complexities of your different reach impacting its behavior, plus the fact that you'll usually rather use your reaction to yoink enemies closer to you. I'm thinking Great Weapon Master, Mage Slayer, and maybe Slasher.
@@bigdream_dreambig hm, thanks something to think about. GWM and Slasher Sounds nice. Would you take Greataxe for Cleave to expand the movement reduction?
@@kanafleuret8420 I'm considering carrying both a Cleave and a Graze weapon: the Cleave one would be for the beginnings of fights with many enemies, while the Graze one would be for fights against a single Big Bad and for the ends of battles when the number of enemies has been reduced. Not sure whether it'd be better to have added reach (halberd/glaive) or not (greataxe/greatsword), though.
I'm currently playing a chronurgy wizard that mains teleportation magic, and bamf is my absolute favourite word to accompany vortex warping everyone all over the place. a barbarian with reaction-speed vortex warp to themselves is ridiculous in the best way.
Interesting option for the World Tree teleportation effect: If you're Enlarged or otherwise a Large creature, you can teleport an opponent to a position ten feet in the air even if you're on the ground. If they take damage from the fall, they're automatically prone.
Worth noting that the healing from Zealot + the extra resistances makes them have some pretty gnarly staying power. Especially if you end up taking the epic boon of fortitude which will not only grant you more hp, but also allow your healing to be empowered. Don't get me wrong, I prefer the old version, but can recognize the approach :).
An good feat to grab for the World Tree is the charger feat. Move 10 feet closer from 25 feet away, 1d8 extra damage and knock them 5 feet away and then knock them prone. Do jt again with another 1d8 extra damage. Then you can leave and not have an opportunity attack
Now I'm imagining Popeye as a World Tree Barbarian: "I'm one tough gazookus which hates all palookas Wot ain't on the up and square I biffs 'em and buffs 'em And always outroughs 'em And none of 'em gets nowhere!"
My next world tree barbarian will be flavoured as a geomancer. Not wooden tendrils but instead the rock itself will reach and grab folks. The temp hp represented by a rocky shield.
Quick correction on wildheart. The pack tactics granted by wolf gives allies advantage on all attack rolls made on enemies within 5ft of the barbarian regardless of attack type, not just melee attacks. So it would benefit both ranged attacks and spell attacks!
Having played a World Tree Barbarian in a lvl 20 one shot, it's wild the control and impact they have. Combined with AOE spells like wall of fire, cloud of daggers, spirit guardians, etc, cut their speed to 0 and they're taking damage twice. Our Wizard felt like I had more impact on control then they did. Work with your allies prior to playing, and the possibilities are endless
this is the version of barbarian i wanted, it really is looking good! i think i would go berserker for ease of use but wild heart and world tree are amazing too. zealot is the only one that i feel the fantasy isn't for me
Got an idea for a World Tree Barbarian: Fairy or small Aasimar, Farmer backgroud because her job is to tend to a certain part of the World Tree... and of course, a good serving of Blood and Bone every so often helps keep it healthy!
I'm so excited about the barbarian changes. They're one of my favorite classes, and these new subclasses are just so much more fun and flavorful. I want to play all of them. But both of my groups don't wanna change to the new ruleset either at all or until we're done with the respective campaigns, which will take ages T_T
I think it’s important to note that the zealot lets you do some radiant/necrotic damage, which can be nice against a monster that resists bludg/pierc/slash. No other barbarian has an ability to do non-b/p/s damage.
1 of my first barbarian character concepts was Yaitzu Deritusu (really bad interpretation of the Japanese writing rules and how it sounds) aka Yeetus Deletus.
If we do want world tree to have better damage dealing boost, we could add the wording to their 3rd lvl feature that they and the allies that have received temp hp, can choose to spend some of their temp hp as damage on a hit. That should add quite a bit of punch to this barbarian and especially it's allies.
I'd like to build a halfling Ancestral Guardian Barbarian who focuses on DEX, but paired with the World Tree Barbarian so the Ancestral Guardian makes it harder to hit the World Tree Barbarian while the World Tree puts temp hit points on the Ancestral Guardian to add a layer of protection.
Adding the world tree barbarian makes for a cool team comp with a nature Cleric, Ancients Paladin, swarmkeeper ranger (nature spirits), and Land Druid….they will show you the power of the trees!!!!
I've never been a fan of barbarians in 5e, but I am legitimately interested in playing World Tree or Wild Heart. Both seem like they add interesting flavor to the class that it was really lacking.
Re: Zealot and Berserker The damage offered by Divine Fury scales just about as well as the Berserker's Frenzy damage. (For example, let's look at them at level 20. Average on 4d6 is 14. Average on 1d6+10 is 13.5.) They are absolutely just as good at doing damage as the Berserker on their turn, but the Berserker sees bigger jumps while the Zealot has a slow and steady progression that always catches up. The only thing they truly lack when comparing damage capabilities in comparison is Retaliation, and depending on the encounter, well, that won't always come up if we're being honest. Meanwhile the Zealot is more durable and passing out advantage to their friends in clutch moments. By your definition, Berserker ramps up their base abilities slightly more... but the Zealot adds almost just as much, but it adds more utility/support. I think it is on par with the Berserker. If the Zealot is a B, so is the Berserker; if the Berserker is an A, so is the Zealot.
I’m playing a dwarven Wild Heart Barbarian that was raised by animals in the woods, basically Mowgli. Instead of “raging” he’s imitating those animals hunting styles, that’s what makes it more appealing to me instead of just being angry. I want to make them an unarmed fighter, scratching and biting and such, because rage damage works on that now. But I’m afraid it just can’t compete with the power of a Greataxe.
I actually thought the World Tree Barbarian mechanics would have made great flavoring for a Venom build...until I realized they didn't work for unarmed attacks.
I feel like I’d like Zealot more if it had some kind of cleric or paladin-flavoured thing. I know it gets bonus damage, kind of like a Smite, and a small amount of healing, but I’d want something more explicitly divine. Like how Wildhearts can cast Druid spells as rituals, that’s awesome, I’d love the zealot to have something like that with cleric magic
For all this pushing, prone and reach etc, it should be noted that Prone causes disadvantage on any attack beyond 5ft, regardless of if it is melee, range or with reach. Only within 5ft have advantage.
To solve to bear heart losing out on those damage resistances, couldn’t you just play as Aasimar to get the radiant and necrotic resistances and also flight and its pretty much missing force and psychic damage?
I like world tree but the level 3 feature is not the reason I’m picking the class but it’s the one I’ll have for the most time. I don’t usually play late game very often so most of my play time will just be spent with the temp hp. The other 3 options get something at level 3 that represents what the subclass does in a fundamental way.
Guys, guys, guys, world tree barbarian, glaive, pole arm master, savage attacker, great weapon master, and if you want another feat get slasher. If anyone moves within 20ft of you they are guaranteed damage because of the graze mastery, you can attack them as a reaction, if you crit they have disadvantage on attack rolls, you can re roll damage dice, and add your proficiency bonus to every attack, if you crit on your turn you can attack again if you haven’t used your bonus action. Battlefield control, incredible reach, reroll damage, so many crazy tree stuff
I'd rank the totem the lowest. Some of its abilities are great - but kinda require other party members in melee to really shine - which doesn't happen that often as in my games its rare that you get 2-3 frontliners.
I really just don't like one-time use abilities. Giving advantage on attacks is great, but if it is just one turn at the expense of a bonus action, it'll be good for a bit, but then nothing afterwards. That is the biggest problem with Zealot, its abilities have some very limited uses that you might use once or twice but get no more use of it afterwards.
The zealot is almost a great support barbarian. If the level 3 and 6 ability allowed you to target allies it would have a really unique and useful identity
35:44 I mean if you think you’ll be making a lot of saving throws, have rages to spare and are desperate, you could drop your rage and restart it as soon as possible. That’s another use. Kinda dumb, but desperate times call for desperate measures.
There's actually no text in the 2024 barbarian's rage about willingly dropping your rage. Kinda dumb, but I guess they only thought about people wanting to rage MORE, not less.
@@DrgnDrake Rrrrright… I guess you would have to very specifically, not do damage on or make anyone make a saving throw on your turn. And then you’d have to hope you don’t have to make a saving throw again until your next turn while you don’t have your usual resistances.
Pulling out the old rankings for reference Totem Warrior --> S Zealot --> A Berserker --> D I think they ended up underestimating the Zealot, overall, in this video. It doesn't feel like a specialist, but it does feel like a solid generalist. That being said, I think they could have bumped the save and given a bit longer on the aura boost and this thing would have rocked people's socks
I’m going to be playing a zealot in an upcoming Dragonlance campaign. We are basically a group of divine warriors of the same god. (Paladin Cleric and Zealot ). I like the new Zealot. Everything is useful in most cases. I will miss rage beyond death though.
If you're bummed about Bear Totem getting nerfed, play an Aasimar. That shores up the Radiant and Necrotic resistances so that you need only worry about Force and Psychic.
That sounds fun. Extra flight too.
thats a nice combo!
Imagine as dm rewarding them with a ring of psychic resistance then next session hitting them with 9th level magic missiles or fudging beholder roles (struggling to come up with monsters that do force damage lol)
@@Mossielif just throw them an eldritch blasting warlock
or I think monks can make their attacks do force damage now
People used to play the old version with a Kalashtar only to get psychic resistance.
Here's an idea for people who want to play World Tree Barbarian for its mechanics but aren't fans of the tree theme:
Consider an "Eldritch Barbarian", with the roots representing tentacles of some otherworldly horror that they are connected to.
Nice! Love the concept!
this is an ELITE reskin
You are basically Venom.
Had this same idea. I think with The Dudes being clearly into horror elements, it'd be perfect for Kelly to play in Drakenheim
@@RokuroCarisu yes please, the madness of seeing of looking in that abyss and knowing it’s staring back that’s the flavor for your rage
2014 Zealot: Too Angry to Die
2024 Zealot: Magical Girl Transformation
2024 zealot is still angry to die like the time magical girl from madoka magica
@@freddylisy10
More like Charlotte Chuhlhorne from Bleach.
Hey Dudes!
There's something about world tree that you missed. It is the best barbarian for cleaving, and you absolutely should not leave home without a great ax or halberd.
1) You can pull enemies next to you and position them anywhere within 5 ft of you as a reaction.
2) You can push creatures on top of ever other mastery property you are using on your weapon with every attack, which stacks with the push from brutal strike.
3) You can attack at 15 to 20 ft away from you depending on the weapon, allowing you to very easily maneuver enemies around by pushing them or pulling them close to each other for that long distance cleave.
World tree Barbarian is custom designed to push and pull creatures where they want them, and so There is an extreme likelihood that two creatures will be standing next to each other at any given time. The pushes in pulling of this subclass simply allow it to be the best cleavers. I know in your Barbarian class guide you did not talk about cleave mastery weapons as a recommendation, but it absolutely should be on world tree.
I think graze would be pretty solid here too. World tree barbarian/hunter ranger gestalt campaign would have so many attacks as they (world tree and just the horde breaker feature, on top of dual wielding with nick attack, of course the disadvantage on attacks defensive feature isn't bad if we apply sap) synergise really well together. Now we would just have to figure out how to add battle master with their sweeping strike to really mess up a mob of foes.
I've been designing a World Tree Barbarian as a candidate for my next campaign and came to essentially the same conclusion, although I figured I should also bring along a graze weapon to use for less dense combats, or the ends of combats, or combats versus just one big-deal enemy. The only thing I'm not sure of is whether it makes more sense to use the great axe/greatsword pair or the halberd/glaive one.
Graze doesn't get rage damage @@jugglejunk
A major upside of the zealot is that their damage boost doesn't need reckless attack to work.
I know that you basically always want to attack with advantage, but advantage is cheap now, so often its a big defensive boost to do your full damage without reckless attack.
I'm gonna make a World Tree barbarian that is basically gonna be Happy Gilmour and I'm gonna pulverize my foes with my +1 Seven Iron of "Being too good for your home."
he always wanted to send the puck flying. little did he realize flying heads are easier
😂😂😂😂
“Just tap it in.” 😂
"The price is WRONG, Grick"
I see the Zealot's Fanatical Focus as less of a "reroll the saving throw you're bad at" and more of a "reroll the saving throw you SHOULD be passing anyway"
Yeah, which makes it slightly better than the old Indomitable
@@logancuster8035 Yeah, exactly
Yeah, the *Mage Slayer* feat is for _"succeed on the saving throw you're bad at"_
@@SortKaffe 💯
@@SortKaffethat’s exactly why I’m planning on taking Mage Slayer for my 2024 Zealot in Curse of Strahd.
What I find great about this is that the subclasses aren't just balanced, but they don't step on each other's toes, to the point that having a Wild Heart Barbarian and a World Tree Barbarian on the same team covers two very distinct combat roles.
What love about the Wildheart is that it doesn’t directly get a damage increase, the damage increase it does get is from your allies by giving them pack tactics.
Having played a Berserker during the One D&D playtests and currently in our CoS campaign I can 100% say that a criting Reckless Frenzied GWM Greataxe attack on Werewolf with a Silver Greataxe was everything I hoped for the fantasy of dealing a disgusting amount of damage and cutting him in half. Because the Frenzy die CAN CRIT. So I racked up: 2d12 + 4d6 + 4 Str + 3 GWM + 2 Rage dealing an avg of 38 damage. Adding to that, we used Max Crit rules for our game, which jumped that number to an avg of 49.5. It felt like the kind of blow a Berserk should be landing!
I love that for you, and then you cleave through and hit another guy with blood and guts still on the axe.
@@freddylisy10 Exactly! Add to that the constant Recklessing and it feels like a race against the enemy of who drops first. Classic Berserking.
I love that they made this change to the berserker subclass. The exhaustion for frenzy exchange of the original 5e berserker made the subclass not playable. You would become absolutely useless with 2 points of exhaustion.
3-4 level Berserker + 16-17 levels in Soulknife Rogue (Str. based); you can use certain abilities with Strength while raging, plus expertise, plus psionic dice. You don't miss out on any sneak attack scaling because of Berserker's 3rd level damage boost. Go 5-6 levels in Barb if you want extra attack; it'll just replace one sneak attack die, Slippery Mind, and Rend Mind. Plus, an unarmed, unarmored man can probably get just about anywhere without being suspicious
Ooooh, love this, the Berserker Barbarian really is a good dip now, isn't it? Reckless Attack, Rage, and basically a free Sneak Attack on hit really is solid. Wildheart has more defence and utility, but Berserker is what you grab to shore up your damage!
Though I can see one making an argument to keep taking more levels in it haha 'Well if I go for 5 levels, I get Extra attack, and if I'm level 5 I should get level 6 for the immunities. And Feral Instinct for advantage to initiative is level 7, and then why should I skip the ASIN, Brutal Strikes is pretty good at level 9, then my next feature is at level 10, Relentless Rage is at 11th' and then before you know it, your a 20th level Barbarian. :P
I kinda want to play a Wildheart Barbarian in an Ice Age, Planegea type campaign with like animal tattoos matching the animal abilities that can glow and stuff. Sounds fun.
I think the "wow" factor that pushes a class into A or S, that makes a player excited to build and play them, is "being able to do one or more things VERY well". If you are great damage dealer, an unkillable tank, a crazy skill monkey, etc., then you can do something REALLY well and enjoy excelling at it. For classes like the Zealot or Champion, there's nothing wrong with them, but they don't have as much of the "wow" factor because they don't specialize as strongly in a given area.
I think that's why you'd probably want to keep Berserker in "A" tier. It's a very specialized heavy damage dealer. It's a role in a party that a Barbarian often takes, and a Berzerker helps a person do it VERY well.
I personally think the Zealot rates a low A as well. It’s not as exceptional as the other subclasses, but it stays really pretty close, and it gives you a fair bit of extra juice on ALL the things you want out of a barbarian. More damage, more resilience, better saves.
I think the only things that I would’ve like to see be a bit better was the Fanatical Focus (like the Dudes mentioned) and get the necrotic resistance earlier (maybe at lvl 6) because that’s SUCH a great resistance to have and would help make it extra appealing for any campaign with a lot of undead.
So to maximize the zealot save reroll, be a gnome. Advantage on all saves except con, which you are proficient in. Reroll with advantage and a bonus.
Advantage on mental spell saves right?
@@jelte3754 In the new PHB they get advantage on all Wisdom, Charisma, and Intelligence saves. Barbarians have advantage on all Dexterity saves, and advantage on Strength saves while raging. So Gnome barbarians are rolling every save but Constitution with advantage.
My GF is a cleric and after hearing about the World Tree subclass, she had the fun idea to multiclass so she can yoink allies next to her and cure wounds before sending them on their way since you don't have to be raging to use the level 6 feature. If she's out of spell slots, raging still gives her the ability to top allies off and gets her in the fight, pretty cool.
Yes you do have to be raging to use the level 6 feature.
@evancarlson5805 ah, my mistake then I was using the graphic on the video and didn't see
6 levels is a pretty big dip, idk if that’s worth it
The Dungeon Dudes make S-Tier food metaphors.
With the wording on the wild heart barbarian wolf and lion, it still works which ranged ally’s “attack rolls against any enemy of yours within 5 feet of you.” That wording to me makes it seem like the ability only cares if the enemy is within five feet. So a rouge and wizard at the back with range will still have advantage, and if the barbarian is combat with a bunch of range fighters they will have disadvantage against the party members further away. I might be off base but that’s how I’m interpreting the rules.
I would certainly recommand taking goliath as your race, since increasing in size will make you even better for your allies.
Came here to say this - the only person who has to be in Melee range is the barbarian, which makes these abilities truly amazing.
We need a treant race asap, because I can't think about the World tree barbarian without envisionning an angry Treebeard
I have already been in talks with my DM for what kind of tree folk are in his world and how we are gonna make it a PC for One DND purely because of this subclass lol
*Eladrin* can easily be reflavored as a *Dryad.* Search for _"Deadbark Dryad"_ for a visual of what this otherwise beautiful *tree nymph* turns into whenever you *Rage,* and your skin becomes bark-like
Groot coded
@@ChrisMillerNoFiller I read this subclass and outside the capstone, it does feel a lot like Groot already lol
The Eladrin race is kinda treant-ish and lots of flavor. Mine Eladrin flavor would be that it grew from an “acorn” of the World Tree.
Zealot in my eyes only needs a little love. for example, your fanatical focus only really needs to double the rage bonus for the save to be less maybe more at higher levels but I feel like it’s unnecessary. In addition, I’ll allow using the player’s rages to use it again as well.
Feel like a Halberd could be REALLY good on this build, particularly for the Cleave Mastery. With this Subclass' ability for maneuverability and forced movement, putting two creatures (that are larger or smaller) next to each other would be VERY doable. And since you can always use Push and Topple at will with your Battering Roots feature, using your first attack (and even a second if you needed to) to push one enemy towards another and then either with your second attack or your BA attack hit both of them with Cleave.
So, at level 10, you could theoretically have 2 medium enemies 20 ft apart on your turn. Stand on the opposite side of one enemy and hit them twice, pushing them 20 feet (no save) all while you don't have to move more than 5 more feet between the two attacks as you have 20 ft reach. Push them together, then as long as both enemies are 5 feet from each other, and both are within 20 feet of you, you can then attack BOTH of them with the Cleave mastery with your BA polearm master attack, damaging them, but possibly pushing them both 10 more feet, or attempt to topple both. All the while you are still 20-30 feet from them and hopefully standing between them and your allies.
This is how you tank in 5e
I didn't realize this when I wrote this original comment, but Insight Check's build is VERY similar to my comment. Check out his vid, it's pretty good
World Tree Barbarian is the subclass I find most exciting in the 2024 book. As soon as I can figure out a fun concept and find a campaign for it I will be playing one.
I think what kinda brings both the Berserker and Zealot down a bit compared to World Tree & Wild Heart is that they are so combat focused which is something the base class already is. Thus if you were in a campaign that isn't combat heavy they don't really add much to the Barbarian whereas the World Tree & Wild Heart provide buffs that can be used and are useful both in and out of combat.
I would rank them World Tree (S), Wild Heart (A), Zealot (B+), Berserker (B-).
Placing Berserker and Zealot in B tier because they are combat focused doesn't make sense. In the VAST majority of tables combat is a staple of the game, having solid damage dealers more of a boon than anything else because killing enemies quicker is often better than most other strategies. These subclasses amp up what the Barbarian is already decent at (even though comparatively they are NOT the biggest damage dealing martial).
World Tree and Wild Heart do offer other options both in and out of combat (potentially) but the usefulness of some features is narrower than "good at making things dead". D&D is primarily combat focused, being even better in combat is a boon, not a detriment.
Dungeon Dudes? Barbarian? Heck yeah!
Zealots reroll+rage damage bonus on a failed safe seems to be useful on the base barbarians Relentless Rage ability.
Failed the save at 0 hitpoints? reroll, add your bonus, get healed, keep fighting.
Imagine having two tree barbs topping each other up every turn as the front line.
😮😮😮😮
That could be really cool actually! They could be siblings hahaha
Oh yea or from the same tribe or something. Pretty kewl.
Imagine them actually positioned and playing tug of war with the bbeg between them.
Or just playing badminton with an ennemy
I just realized that if you are a Level 10 World Tree Barbarian using a Glaive, if you hit on an attack you can apply Topple or Push, but if you miss you get to apply Graze.
Edit: Oh man, the Level 9 Fighter can replace a mastery with Push, Sap, or Slow. But the Level 10 World Tree gets Topple or Push IN ADDITION to the weapon's normal mastery.
"I've never been a fan of zealots" - you need to play more PROTOSS - for AUIR!
EN TARO TASSADAR!
BUILD ADDITIONAL PYLONS!!
Nerfing the rage beyond death (right feature?) of the zealot is the biggest disgrace to barbarian. Staying alive as long as you have 1hp at the end of your turn while raging? That was an awesome one
Yeah, I really like the flavor of that and am sad that it's gone. I do, however, know that it wasn't always that great a feature in actual gameplay because, to get to that level, they'd had to make their barbarian sturdy enough that they were almost never actually going to 0 any more.
Warforged, with no armor, world tree Barbarian. The tree branches are not the world tree, they're just you. You Are Groot
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This video was probably made before Chris's recent video including the incredible damage from a berserker, with not a lot of optimization they are one of the best reliable and sustained damage
I feel like if the Zealot could spend rages to re-roll saving throws and got an additional rage it would be on perfect, because the world tree literally has misty step unlimited times and dimension door once per rage, but then they decide that mutipke rerolled saving throws is just too powerful which is weird because a re-rolled throw isn’t a guarantee even with rage bonus added, but misty step(world tree step) is literally a free mobility spell every turn for a combat encounter with one of the most devastating martial classes and then take your buddies with you once per rage for free. If you start and stop raging you get multiple dimension doors like jeez lol
The features of the Zealot Barbarian are a little lackluster compared to the others BUT it could make an interesting alternative to the Oathbreaker for a Paladin who has forsaken their original oath. Or to play as a character who wishes to be recognized as a Paladin but either lacks the mental fortitude to become one or is spurned by their alligned god for whatever reason.
I think a god of dance and stuff(fill in something that you like that seems to fit the theme) zealot could be fun in a party with dance bard, bladesinger wizard and some other similarly dance themed character choices.
Zealot Barbarian is a great paladin in a low or no magic setting like post Cataclysm Dragonlance or a Darksun type world.
@@tibboocelot9272 exactly how I played my Minotaur
Berserker - Selfish Barb
Zealot and Wild - Neutral Barb
World Tree - Selfless Barb
I absolutely love the versatility of the Wild Heart subclass now, allowing you to choose what extra benefit you want from your rage at each time you use it. Makes me very excited to try it out
Definitely my favorite thing with barbarians and fighters, being able to get super tactical in the battlefield. Definitely more useful with battlemaps, and not so much for the 2D theater of the mind.
All thoughtful analysis of the the subclasses and as always a pleasure to listen to your perspectives. Motivated by your discussion, I think I have come with a potentially good and flavourful alternate version of the Path of the Zealot's "Fanatical Focus" level 6 feature that would bring that subclass solidly up into your A tier an on more equal footing wit the others.
My offering for an alternate version would be "While your Rage is active, you gain a bonus to your saving throws equal to your Rage Damage bonus."
While this is definitely a significant boost over the official version, I don't think it would be beyond the point of balance when compared to the other subclasses. It also would nicely parallel the Paladin's "Aura of Protection" also gained at 6 level, which given the Zealots "divine" narrative, as well as their existing mechanical and flavour overlap with the Paladin, seems fitting.
I think it's great that they gave barbarians utility and battlefield control.
Yes, finally. Barbarians are awesome, and the Dungeon dudes are awesome :D
I would love to see this same kind of analysis on the “Old” but still playable subclasses on top of the 5.5 base class. Do they stack well? Is there still good synergy? Or do they fall apart with the new base class? IMO that would also be a great series!
With aasimar getting radiant and necrotic resistance it really wouldn't surprise me if we will be seeing a lot of wildheart bear aasimar barbarians. Although I believe nature paladins aura also covers a few of the exeptions.
Of course the different extra choices are pretty neat to too.
I firmly believe the World Tree Barbarian is going to be a problem. It's as S-tier as the Twilight Cleric and I can't believe more people aren't talking about it
@MyRegularNameWasTaken exactly.
It makes most barbarian subclasses irrelevant and will almost single-handedly break a combat encounter
I've been waiting for this! 😁
I'm in the same boat as Kelly, I've never particularly had a character concept in mind for a Barbarian, but now I am very interested in playing one. That World Tree subclass sounds so much fun it has to be the class I'm most interested in with the 2024 rules.
Now to find a 2024 game to join, preferably with schedules that actually line up...
Just got a fun idea for the Zealot Barbarian.
As the D-Dudes described the subclass features, I could almost see a fun build for Jak (Jak & Daxter) being made here. Diety being the Precursors.
Flavoring the necrotic and radiant damage as dark or light eco versions of Jak really was what inspired this idea.
It might take some multiclassing or something to finagle a perfect version of Jak. But I have always wanted to play a d&d version of him, and this could be a fun flavor to go with.
Hey Dudes, here is how I got around the no extra damage for Wild Heart class. I multi classed into Warlock and took Pact of the Blade, boosting his Charisma. It left some Str based powers by the wayside but it now gave this gish Green Flame Blade and Hex, giving a an extra 1d6 and 1d8 plus blasting an enemy next to him. I went Arch Fey Pact Warlock which gives lots of misty stepping and with the protection spells this gish can go quite a while without raging, not doing so until they're bloodied. Plus Eldritch Smite at later levels gives a nice damage boost. Its a fun multi class gish to play. Lots of versatility and utility in outdoor situations.
Should have kept the old capstone for zealot and focused on making it a tank. If Beserker is dmg, Wild heart is Utility, and World Tree is battlefield control, they should have focused on making the Zealot the tankiest. The meme of too angry to die was a perfect theme.
Doesn't the Barbarian just do that now?
@@extonjonas6820 yeah pretty much. I like that the new Zealot allows them to keep other people up (to a limited degree but it gives other nice benefits). Use your reaction to make them too angry to die too lol.
An *Eladrin World Tree Barbarian* _(reflavored as a Dryad)_ can *Fey Step* across a chasm and joink their allies to them. Choosing the *Spring* season, you can bamph allies as soon as level 3 _(imitating and complementing the subclass features at level 6 and 14)._
Goliath can teleport too, depending on your giant of choice + growing is awesome for support and controle.
@@jugglejunk I was strongly considering a Goliath World Tree Barbarian, but I was having a hard time choosing between the teleporting giant ancestry and the toppling one. The teleporting would be great at lower levels, but it starts to become more and more obsolete as the subclass matures. The toppling, on the other hand, requires no save (though the target's size is constrained), so that makes it a useful backup option in the later levels.
@@bigdream_dreambig Yep I totally agree. Although multiple teleportations in a row comes with it's own additional shenanigans escpecially if we get a flying speed. 😆😁
Did you notice how each barbarian subclass specializes in one area besides tanking?
Berserker- damage
Wild heart- ooc utility/exploration
World tree- battlefield control
Zealot- support (in a Paladin-ish way)
Sure glad I didn't have epilepsy during the sponsor ad!
The eagle is really good, one of my favorite tactics with barbarian is hit and run tactics. You can charge in, get reckless, then dash AND disengage to get out of reach. Very useful when pairing with haste and/or boots of speed.
I'm most excited about the Worldtree Barbarian too. I Love the concept and you can make this Subclass to one mean machine who will never let an enemy get away from you except with Dimension Door. Yeeting a meele enemy to you or get right Up their face if needed. Makes this Subclass the Boss on the field. And just a Combination of Mage Slayer(STR), Sentinel (STR), Charger(STR), Speedy (CON) for the feets make you reach the Caps you need and make your Mobility get on the next lvl and you are the best Tank in the whole Game.
Careful: Charger may not be all that useful because you're often bringing your enemies to you, and Sentinel has the complexities of your different reach impacting its behavior, plus the fact that you'll usually rather use your reaction to yoink enemies closer to you. I'm thinking Great Weapon Master, Mage Slayer, and maybe Slasher.
@@bigdream_dreambig hm, thanks something to think about. GWM and Slasher Sounds nice. Would you take Greataxe for Cleave to expand the movement reduction?
@@kanafleuret8420 I'm considering carrying both a Cleave and a Graze weapon: the Cleave one would be for the beginnings of fights with many enemies, while the Graze one would be for fights against a single Big Bad and for the ends of battles when the number of enemies has been reduced. Not sure whether it'd be better to have added reach (halberd/glaive) or not (greataxe/greatsword), though.
I'm currently playing a chronurgy wizard that mains teleportation magic, and bamf is my absolute favourite word to accompany vortex warping everyone all over the place. a barbarian with reaction-speed vortex warp to themselves is ridiculous in the best way.
My favourite barbarian with the new and old rules is Path of the Old Gods. Thanks Dudes for making it.
Interesting option for the World Tree teleportation effect: If you're Enlarged or otherwise a Large creature, you can teleport an opponent to a position ten feet in the air even if you're on the ground. If they take damage from the fall, they're automatically prone.
Get yoinked! All Barbarian party would be insanely strong with these subclasses
a new "all barbarian party" would look absurdly better now, might actually make such a cool party
For reference, that's what Kelly and Marty gave to Barbarian subclasses in D&D 5e 2014 :
Berserker : D
Totem Warrior (= Wild Heart) : S
Zealot : A
Worth noting that the healing from Zealot + the extra resistances makes them have some pretty gnarly staying power. Especially if you end up taking the epic boon of fortitude which will not only grant you more hp, but also allow your healing to be empowered.
Don't get me wrong, I prefer the old version, but can recognize the approach :).
An good feat to grab for the World Tree is the charger feat. Move 10 feet closer from 25 feet away, 1d8 extra damage and knock them 5 feet away and then knock them prone. Do jt again with another 1d8 extra damage. Then you can leave and not have an opportunity attack
Now I'm imagining Popeye as a World Tree Barbarian:
"I'm one tough gazookus which hates all palookas
Wot ain't on the up and square
I biffs 'em and buffs 'em
And always outroughs 'em
And none of 'em gets nowhere!"
My next world tree barbarian will be flavoured as a geomancer. Not wooden tendrils but instead the rock itself will reach and grab folks. The temp hp represented by a rocky shield.
Quick correction on wildheart. The pack tactics granted by wolf gives allies advantage on all attack rolls made on enemies within 5ft of the barbarian regardless of attack type, not just melee attacks. So it would benefit both ranged attacks and spell attacks!
Flash bang / epilepsy / migraine alert at 2:18 holy shit!
Been waiting on this, but im already sold on the tree barbarian, finally I can pull and tank like the beast I am
Absolutely LOVE your shirt, Kelly!
Having played a World Tree Barbarian in a lvl 20 one shot, it's wild the control and impact they have. Combined with AOE spells like wall of fire, cloud of daggers, spirit guardians, etc, cut their speed to 0 and they're taking damage twice. Our Wizard felt like I had more impact on control then they did. Work with your allies prior to playing, and the possibilities are endless
this is the version of barbarian i wanted, it really is looking good! i think i would go berserker for ease of use but wild heart and world tree are amazing too. zealot is the only one that i feel the fantasy isn't for me
Playing a wood elf World Tree Barb tomorrow, gonna be neat.
Got an idea for a World Tree Barbarian: Fairy or small Aasimar, Farmer backgroud because her job is to tend to a certain part of the World Tree... and of course, a good serving of Blood and Bone every so often helps keep it healthy!
I've made a World Tree Barb with an arm gifted by Yggdrasil, it grants extra healing but has weakness to fire damage
I'm so excited about the barbarian changes. They're one of my favorite classes, and these new subclasses are just so much more fun and flavorful. I want to play all of them. But both of my groups don't wanna change to the new ruleset either at all or until we're done with the respective campaigns, which will take ages T_T
I think it’s important to note that the zealot lets you do some radiant/necrotic damage, which can be nice against a monster that resists bludg/pierc/slash. No other barbarian has an ability to do non-b/p/s damage.
43:50 Keeping your allies from dying while dishing out almost as much damage as a Berserker doesn’t “Wow” you?
What game are you playing?
Berserker Barbarians: I would like to RAGE.
World Tree Barbarians: I would like to YEET.
~_~
1 of my first barbarian character concepts was Yaitzu Deritusu (really bad interpretation of the Japanese writing rules and how it sounds) aka Yeetus Deletus.
Thanks!
Thank you so much!
an all barbarian party could be pretty great now 😁
If we do want world tree to have better damage dealing boost, we could add the wording to their 3rd lvl feature that they and the allies that have received temp hp, can choose to spend some of their temp hp as damage on a hit. That should add quite a bit of punch to this barbarian and especially it's allies.
I'd like to build a halfling Ancestral Guardian Barbarian who focuses on DEX, but paired with the World Tree Barbarian so the Ancestral Guardian makes it harder to hit the World Tree Barbarian while the World Tree puts temp hit points on the Ancestral Guardian to add a layer of protection.
i love the wildheart and the world tree :D
Adding the world tree barbarian makes for a cool team comp with a nature Cleric, Ancients Paladin, swarmkeeper ranger (nature spirits), and Land Druid….they will show you the power of the trees!!!!
I've never been a fan of barbarians in 5e, but I am legitimately interested in playing World Tree or Wild Heart. Both seem like they add interesting flavor to the class that it was really lacking.
Re: Zealot and Berserker
The damage offered by Divine Fury scales just about as well as the Berserker's Frenzy damage. (For example, let's look at them at level 20. Average on 4d6 is 14. Average on 1d6+10 is 13.5.) They are absolutely just as good at doing damage as the Berserker on their turn, but the Berserker sees bigger jumps while the Zealot has a slow and steady progression that always catches up. The only thing they truly lack when comparing damage capabilities in comparison is Retaliation, and depending on the encounter, well, that won't always come up if we're being honest. Meanwhile the Zealot is more durable and passing out advantage to their friends in clutch moments.
By your definition, Berserker ramps up their base abilities slightly more... but the Zealot adds almost just as much, but it adds more utility/support. I think it is on par with the Berserker. If the Zealot is a B, so is the Berserker; if the Berserker is an A, so is the Zealot.
I’m playing a dwarven Wild Heart Barbarian that was raised by animals in the woods, basically Mowgli. Instead of “raging” he’s imitating those animals hunting styles, that’s what makes it more appealing to me instead of just being angry.
I want to make them an unarmed fighter, scratching and biting and such, because rage damage works on that now. But I’m afraid it just can’t compete with the power of a Greataxe.
Have you considered taking a feat or fighter dip to get you the Unarmed Fighting Style? That might get you where you want to go.
I actually thought the World Tree Barbarian mechanics would have made great flavoring for a Venom build...until I realized they didn't work for unarmed attacks.
I just started playing a campaign with 2024 rules. I'm playing an aasimar barbarian and can't wait for 3rd level to get the World Tree features
Wolf adv works with range now too.
I want to play a World Tree Barbarian but flavor her as a pirate that’s summoning the arms of a kraken
I feel like I’d like Zealot more if it had some kind of cleric or paladin-flavoured thing. I know it gets bonus damage, kind of like a Smite, and a small amount of healing, but I’d want something more explicitly divine. Like how Wildhearts can cast Druid spells as rituals, that’s awesome, I’d love the zealot to have something like that with cleric magic
For all this pushing, prone and reach etc, it should be noted that Prone causes disadvantage on any attack beyond 5ft, regardless of if it is melee, range or with reach. Only within 5ft have advantage.
To solve to bear heart losing out on those damage resistances, couldn’t you just play as Aasimar to get the radiant and necrotic resistances and also flight and its pretty much missing force and psychic damage?
I like world tree but the level 3 feature is not the reason I’m picking the class but it’s the one I’ll have for the most time. I don’t usually play late game very often so most of my play time will just be spent with the temp hp. The other 3 options get something at level 3 that represents what the subclass does in a fundamental way.
Guys, guys, guys, world tree barbarian, glaive, pole arm master, savage attacker, great weapon master, and if you want another feat get slasher. If anyone moves within 20ft of you they are guaranteed damage because of the graze mastery, you can attack them as a reaction, if you crit they have disadvantage on attack rolls, you can re roll damage dice, and add your proficiency bonus to every attack, if you crit on your turn you can attack again if you haven’t used your bonus action. Battlefield control, incredible reach, reroll damage, so many crazy tree stuff
I'd rank the totem the lowest. Some of its abilities are great - but kinda require other party members in melee to really shine - which doesn't happen that often as in my games its rare that you get 2-3 frontliners.
I really just don't like one-time use abilities. Giving advantage on attacks is great, but if it is just one turn at the expense of a bonus action, it'll be good for a bit, but then nothing afterwards. That is the biggest problem with Zealot, its abilities have some very limited uses that you might use once or twice but get no more use of it afterwards.
The zealot is almost a great support barbarian. If the level 3 and 6 ability allowed you to target allies it would have a really unique and useful identity
teleporting enemies shenanigans really good
got it
35:44 I mean if you think you’ll be making a lot of saving throws, have rages to spare and are desperate, you could drop your rage and restart it as soon as possible. That’s another use. Kinda dumb, but desperate times call for desperate measures.
There's actually no text in the 2024 barbarian's rage about willingly dropping your rage. Kinda dumb, but I guess they only thought about people wanting to rage MORE, not less.
@@DrgnDrake Rrrrright… I guess you would have to very specifically, not do damage on or make anyone make a saving throw on your turn. And then you’d have to hope you don’t have to make a saving throw again until your next turn while you don’t have your usual resistances.
Im gonna reflavour all the world tree stuff as shadows and play a barbarian from the shadowfell.
Pulling out the old rankings for reference
Totem Warrior --> S
Zealot --> A
Berserker --> D
I think they ended up underestimating the Zealot, overall, in this video. It doesn't feel like a specialist, but it does feel like a solid generalist. That being said, I think they could have bumped the save and given a bit longer on the aura boost and this thing would have rocked people's socks
I’m going to be playing a zealot in an upcoming Dragonlance campaign. We are basically a group of divine warriors of the same god. (Paladin Cleric and Zealot ). I like the new Zealot. Everything is useful in most cases. I will miss rage beyond death though.