List of changes: Barbarian: - Level 1 Barbarians gain weapon masteries and Rage. Rage now last for 10 minutes and we now have 3 options for extending your rage. 1) Make an attack roll 2) Force an enemy to make a saving throw and 3) use a bonus action. - Reckless attack returns and Danger sense no longer requires you to see the source of the danger to gain its benefit. - Level 3 adds Primal Knowledge. You gain an additional skill proficiency and Rage gains out of combat use. While Rage is active, certain skills such as Stealth and Intimidation use strength instead of their usual stat for ability checks. This means that you get advantage on those checks thanks to Rage. - Level 7 Instinctive Pounce. Activating Rage allows you to immediately move. I assume it will be up to half your move speed, but it is unconfirmed at this time. - Level 9 Brutal Strikes: When you attack recklessly, you can forgo advantage in order to deal bonus damage and gain additional effects on your weapon attacks such as knocking an enemy backwards and then chasing after them. You gain additional effects at higher levels and the additional damage also increases. - Level ? Relentless Rage: When reduced to 0 hit points, you can make a Con Save to regain hit points. It used to be just one hit point, now it is more, but we don’t have numbers yet. If this ability works like the old one, you can make this Con Save each time you are reduced to 0 health with the difficulty increasing by 5 with each success. Berserker: - Frenzy has been reworked to add additional damage when attacking recklessly. - Mindless Rage now ends the Charmed or Frightened condition while you are raging instead of suspending it. - Retaliation has been moved from 14 level to 10th level - Intimidating Presence moved from 10th level to 14 level. Previously took an action to use and targeted one creature with a Wisdom save or it becomes frightened. It has now been reworked to effect all enemies within 30ft of the Barbarian and only requires a bonus action to activate. The remaining subclasses lack a lot of specific details. I’ll do my best to give an overview but I might be wrong and I’ll do my best not to throw out speculations like facts. Wild Heart (formerly Totem): - Wild Heart seems to emphasize choice and flexibility with each subclass feature granting multiple options. - These options can now be swapped out for a different choice on either a long rest or upon activating a rage. - Level 6 options: Salmon - Gain a swim speed Panther - Gain a climb speed Owl - Gain enhanced Darkvision World Tree: - A Barbarian path leaning into durability, tanking, and in combat party utility. - Melee weapon attacks gain additional reach. - Can give out temp hp to themselves or allies. - Has some ability to prevent enemies from moving away from the Barbarian. - Gains access to teleportation abilities at higher levels. Zealot: - Divine Fury returns, adding additional damage to weapon attacks while raging. - Warrior of the Gods: Gain a small pool of dice that you can use to heal yourself. In the playtest these could only be added to healing spells cast on you but there was no mention of that this time around, so it might be more like a Fighter’s Second Wind. - Fanatical Focus: Perviously this was a once per rage reroll of a failed saving throw. This now grants a bonus to the reroll presumably equal to your Barbarian level, though that is unconfirmed. I hope that this also has more uses than once per rage, but so far that is also unconfirmed. - Level 14 Rage of the Gods: While raging you gain a fly speed, gain bonus damage resistances, and can use your reaction to protect allies from death (I have no idea how that last one works). I’m unsure if this is like a Paladin’s capstone that has one superpower use or if this is an upgrade to Rage. I assume the latter, but once again, Crawford was light on specifics. The one thing I hope for that wasn’t touched on is removing the restrictions for rage and reckless attack for thrown weapons. I really hope that makes it into the final book.
Really looking forward to being able to RAW perform a strength based stealth check. "Ha! I've spotted an intruder!" "You SURE you spotted me, pal?" ".....must have been the wind."
the bonus action one is something i've always allowed.. usually shown IC as the barb slapping himself or punching his own chest to keep the adrenaline going
27:10 Wis isn't one of the most common saves for enemies to be really good at. I understand that when Intimidating Presence was an Action and only targeted 1 enemy, it would have been less useful and would rarely work. But targeting EVERY enemy within 30 feet, on a save that is only average for enemies, you're going to succeed a lot more often with that now. And it's now only a Bonus Action? Hell yeah that's worth it! Even if you only get 40% your enemies, that's still 40% of those enemies having Disadvantage on all their Attack Rolls, unable to approach, and all of your party get Advantage on every Attack Roll against them for a full round, including your next turn! That's a nice AoE shut down for a non spell caster!
I'm curious how we could combine that with conquest paladin on a gestalt campaign. Sure we can't smite while raging anymore, but nobody can run away within 10 ft on a goliath turned Large is valuable too. Whenever we run out of rages we can still smite them to bits.😮😊😂
The barbarian now is just a Baky character. Imagine their body to be Pterodactyl, Tiger or whatever. So hard that their body physically changes in order to achieve whatever they want.
I think a perfect example of different forms of rage beyond just being a blinding uncontrollable inferno of bloodthirsty anger is John Wick You can't sit there and say that he isn't going through rage. He clearly is raging but it is a cold focused anger that drowns out everything but what is necessary and important.
9:00 Intimidate while rage? Crush keg against head. Wood splinters. Pants are soiled. Persuasion while rage? Crush keg against head. Wood splinters. "This guy knows how to party!" Stealth while rage? Crush keg against head. Wood splinters. "YOU NO SEE GROG!" Pants soiled. "I no see Grog!!!"😂
The saveing throw to keep the rage going had to happen since Athletic Attacks are no longer something you roll for but something the enemy saves against. So without that stuff like a shove or a grapple wouldn't keep your rage going.
i mean for the whole primal knowlage thing he did say "curated" this makes me think that it's not gonna be all skill checks, but only the ones that make sense, here's a list of what i think that would look like: Acrobatics: "Why flip over this table when i can crash though it/im not gonna be able to balance on this wood beam slowly, so i'll charge over it insted so fast that i won't need to Sleight of Hand: Wouldn't work, can't muscle something stealthly Stealth: "Why be sneaky and quite when you can just glare at people untill they decide it's better to pretend they didn't see you Arcana: Wouldn't work, muscles can't make your brain smarter with magics....but it could work in the highly situational "can i see a weak point in this glowly do-dad that i could potentialy break" History: not gonna work, unless it involves something like fighting or instinct Investigation: Deffinitly wouldn't work Nature: i view this skill as knowlage about plants, so almost deffinitly wouldn't work Religion: probbly woulnd't work unless you go zelot, and even then only in the aspect of worshiping your god Animal Handling: "sure i could tame this beast by being nice, givin it treats and stuff....BUT FUMK THAT IM THE ALPHA HERE, IMA WRASLE IT AND SHOW IT WHO'S BOSS" Insight: Not gonna work Medicine: it would be funny, and as a dm i would give disadvantage, but probbly wouldn't work, all i can picture in my head is the barb trying to do the himelick while shouting "LIVE LIVE LIVE LIVE" Perception: Almost certinaly wouldn't work, unless as a DM you could play off the whole spidy sense thing they are going for and have them instintivly spot something Survival: probbly wouldn't work for specfics but it could be used in a "don't eat that, it gave me the shits, ooo that one make you see good, don't go near that it has teeth" kinda learn by being hurt mentality Deception: playing off the whole "too dumb to be cunning" angle? either that or letting slip a minor part of something else so they forget your were trying to trick them about another thing Intimidation: i mean this ones pretty obvious Performance: Strongmen are a thing at the circus, i would deffinitly say this would fall under that, trying to do incredible feats of impresive strength, such as doing a one hand upside down push up, or lifting a bolder twice your size above your head Persuasion: same as intimidation, only it's more friendly
I'm guessing its the list in the Playtest. Acrobatics, Intimidation, Perception, Stealth, Survival. It still has its uses but not ridiculous things like Arcana.
I mean having more uses for rage can be handy, maybe changing it to something else like primal charges and have those primal charges do different things like primal rage, primal stealth, primal performance, etc
The go to idea of a barbarian in terms of superheroes is the hulk. As such I can see the issue with primal knowledge. But another iconic barbarian superhero is wolverine. Action hero Rambo. Primal knowledge works good for that. And even when you're pure anger the ability to scare your enemy with just your rage and strength seems easy.
Wild hunt shifter berserker is looking decent.😮❤😂😊 Add some celestial warlock (actually zealot is really going to want that celestial dip for healing and chain pact and the gote-lo invocation for maxed healing, because they need it now.) for eldritch smite and some added healing 🤔 hmm or maybe fae patron for extra teleports and invisibility translating into terrifying stickiness.
You can already fly as a Totem warrior barbarian at level 14 eagle granted its only while on your turn but if you break your speed and multi class my Lizardfolk barbarian could monk multi class could technically fly 195 feet before dropping from the sky yes he was built to grapple an enemy fly 195 feet in the air and let go.
I'm excited if they improve the bear totem resistences over the ua. I play an aarakocra barbarian but find it frustrating that I can't use the Eagle dash and bear resistences at the same time. I'm also needing a multiclass to get expertise in athletics. I can now build my barbarian to be 100% barbarian!!!!
I'm curious... If a wild shaped bearbarian uses f.e. "bite" (which is labeled in the old PHB as "melee weapon attack") in combat. Does that fall under this new "Weapon Mastery" ability? Or are a druid's teeth, nails, claws, etc not "simple or martial" enough, to benefit from that particular change, when playing a druid-barbarian multiclass?
If you have six Level 17 World-Tree Barbarians you could go up to 18 Thousand Feet in under a minute with a short lasting giant amount of temporary hit points buff from everyone that stacks! with each player having 15 ft. Range weapons that do extra damage from rage and other features, and can pull anyone within 30 ft. to be 5 ft away. Crazy Stuff 😮
Wildheart barbarian is a bit of a red herring if you ask me. 😂😂 After the zealot capstone getting some lvls in rogue (or monk) for that bonus action will be great although action surge still sounds really tempting.🤨❓😮❓😅😂😊
After watching this & the Paladin one I'm glad Artificer didn't get into the PHB and got messed around with. 😅 upset my fave class was left out again however yet to see much benefits the other classes got beside the Bard becoming more 'anything you can do I can do better' or 'I want to play every single class and be better than the base class' for power creep players 😅 they're already OP and now feel double that.
I kind of wish the new “using strength for ability checks” feature didn’t cost a rage. If they changed it to “all skills in the barbarian skill list (intimidation, survival, etc.) can use strength instead of the normal ability” I think it would fit better. Not a huge deal though. I’m sure many DMs will change it.
To me I would rather do the intimidation than the bonus action. Like ok let’s say you can’t get in range for melee you know you won’t be attacking. You could bonus action and keep raging OR do a save ability on an enemy to damage or otherwise influence combat and keep rage going. Even if it’s only a 10 percent chance take the free chance and worse case scenario your rage extends best case scenario if it works and an enemy is frightened of you.
Hmm... you can't cast spells/use magic, but you can trigger a breath weapon ? Are they giving all Barbarians screaming attacks? Thinking of how fully exhaling to "blow attack" something doesn't seem part of a furious rage.
31:36 the wording still bothers me. He says WHEN YOU ACTIVATE YOUR RAGE you get to pick two of the options. Which maybe now the options are better and more applicable in combat. But a lot of them were nice ribbon features that applied all the time outside of combat. Like the one eagle totem feature that lets you see a mile clearly, or the eagle one that lets you dash as a bonus action and not provoke attacks of opportunity. I’d need to see what they are, but it sounds like too much is being tied to the barbarian only when they’re raging. And I’m not hearing anything about more rage uses, soooooo I don’t know if I’m a huge fan of that yet
He explained that there are some features that are always on and others that are only during a Rage. The always-on features, you pick after a Long Rest, and the others you choose when you activate Rage.
@@ryadinstormblessed8308 yes, but he said two can be activated during rage, and one is picked per long rest. Not at what levels those things will correspond to though. Which is why I said I’d need to see what the actual options are first, but as of now I’m worried that the ones that are automatically active aren’t gonna have tons of good options. And also that still doesn’t deal with the problem of them only being active DURING RAGE, and with these other uses for your rage (like helping with checks and stuff as they described) it sounds like you’ll be using rage for more things. But nothing has been stated about getting more rages or the rages duration being extended if I’m not mistaken. So if those two features are only active during rage, what happens when you’re in a combat where your rage uses have been used up? You’re essentially going in without a subclass except for that one feature that’s active all day
Barbarians being able to keep their rage going with a saving throw is insanely good, I don't know why you don't like it. By making it so saving throws can keep rage going and bonus actions as well there is ALWAYS an option available to keep your rage up while being able to do other things. By not including saving throws you might be in a situation where you can't use your action to melee attack so you have to use your bonus action. But you might have something you could use your bonus action on instead so you're now stuck deciding between rage upkeep or the other thing. With saving throws you can do the other thing and have the ability to use your action to keep rage going if you have something to cause a saving throw. Without saving throws your bonus action is basically perma locked on rage upkeep and nothing else. Think about how it combos with intimidating presence instead of just burning a bonus action to keep rage going you can use that bonus action to cause a massive amount of fear in enemies AND keep the rage going.
So.. do barbarians get enough rage/day to burn one out of combat? Raging to use skills calls into question why raging characters can't use spells Would Intimidating Presence work with Primal Knowledge?
I disagree. I think its PERFECTLY valid to have your preference of class/subclass and if they kill the one you like why in the world do I HAVE to be more open to something?? But, fortunately, if they nerf something I dont like, just have the DM houserule it back cause honestly, martials need all the help they can get and no upgrade will put them on par with casters so who cares.... I think its a bit shitty for someone to disregard others opinions because you think something is fine. Nerfs suck. I will restore Divine Smite for Paladins, and I might put Stunning Strike back too....both nerfs were NOT necessary. Hell probaby gonna give Monk Weapon Mastery like they should have...they are even more martial than barbarians...and less powerful.
40:43, he said while raging you can use strength for skill checks in non comnlbat situations. So that means you are burning one of your limited rages for some useless interaction.
Instead of burning a rage give them an ability similar to the Zealot barb's Zealot presence that gives you advantage on interactions a number of times per day.
@corbanbausch9049 yes bit in most social interactions you don't get to use strength in most things. Stealth for example, raiding a tower or sneaking up to some guards; you probably would succeed the first one by ripping the doorknob off or tossing a rock somewhere but then you'd have to deal with a active stealth check instead of a passive one. It doesn't matter if they word it as a giant f off spider sneaking, another one; are you going to punch your own stomach or choke yourself to keep the ale down in a drinking contest? Or are you going to rip your arm off to not get poisoned? No.
List of changes:
Barbarian:
- Level 1 Barbarians gain weapon masteries and Rage. Rage now last for 10 minutes and we now have 3 options for extending your rage. 1) Make an attack roll 2) Force an enemy to make a saving throw and 3) use a bonus action.
- Reckless attack returns and Danger sense no longer requires you to see the source of the danger to gain its benefit.
- Level 3 adds Primal Knowledge. You gain an additional skill proficiency and Rage gains out of combat use. While Rage is active, certain skills such as Stealth and Intimidation use strength instead of their usual stat for ability checks. This means that you get advantage on those checks thanks to Rage.
- Level 7 Instinctive Pounce. Activating Rage allows you to immediately move. I assume it will be up to half your move speed, but it is unconfirmed at this time.
- Level 9 Brutal Strikes: When you attack recklessly, you can forgo advantage in order to deal bonus damage and gain additional effects on your weapon attacks such as knocking an enemy backwards and then chasing after them. You gain additional effects at higher levels and the additional damage also increases.
- Level ? Relentless Rage: When reduced to 0 hit points, you can make a Con Save to regain hit points. It used to be just one hit point, now it is more, but we don’t have numbers yet. If this ability works like the old one, you can make this Con Save each time you are reduced to 0 health with the difficulty increasing by 5 with each success.
Berserker:
- Frenzy has been reworked to add additional damage when attacking recklessly.
- Mindless Rage now ends the Charmed or Frightened condition while you are raging instead of suspending it.
- Retaliation has been moved from 14 level to 10th level
- Intimidating Presence moved from 10th level to 14 level. Previously took an action to use and targeted one creature with a Wisdom save or it becomes frightened. It has now been reworked to effect all enemies within 30ft of the Barbarian and only requires a bonus action to activate.
The remaining subclasses lack a lot of specific details. I’ll do my best to give an overview but I might be wrong and I’ll do my best not to throw out speculations like facts.
Wild Heart (formerly Totem):
- Wild Heart seems to emphasize choice and flexibility with each subclass feature granting multiple options.
- These options can now be swapped out for a different choice on either a long rest or upon activating a rage.
- Level 6 options:
Salmon - Gain a swim speed
Panther - Gain a climb speed
Owl - Gain enhanced Darkvision
World Tree:
- A Barbarian path leaning into durability, tanking, and in combat party utility.
- Melee weapon attacks gain additional reach.
- Can give out temp hp to themselves or allies.
- Has some ability to prevent enemies from moving away from the Barbarian.
- Gains access to teleportation abilities at higher levels.
Zealot:
- Divine Fury returns, adding additional damage to weapon attacks while raging.
- Warrior of the Gods: Gain a small pool of dice that you can use to heal yourself. In the playtest these could only be added to healing spells cast on you but there was no mention of that this time around, so it might be more like a Fighter’s Second Wind.
- Fanatical Focus: Perviously this was a once per rage reroll of a failed saving throw. This now grants a bonus to the reroll presumably equal to your Barbarian level, though that is unconfirmed. I hope that this also has more uses than once per rage, but so far that is also unconfirmed.
- Level 14 Rage of the Gods: While raging you gain a fly speed, gain bonus damage resistances, and can use your reaction to protect allies from death (I have no idea how that last one works). I’m unsure if this is like a Paladin’s capstone that has one superpower use or if this is an upgrade to Rage. I assume the latter, but once again, Crawford was light on specifics.
The one thing I hope for that wasn’t touched on is removing the restrictions for rage and reckless attack for thrown weapons. I really hope that makes it into the final book.
Thank you!
52:26 Wildheart Salmon + Oath of Throwing It Back multiclass skit! I double-dog dare you!
New nickname for that multi-class: Oath of Flippity Flop
That is amazing!
Really looking forward to being able to RAW perform a strength based stealth check.
"Ha! I've spotted an intruder!"
"You SURE you spotted me, pal?"
".....must have been the wind."
... if you're willing to blow a Rage on that, yes.
"Must have been the wind"
Love the reference
the bonus action one is something i've always allowed.. usually shown IC as the barb slapping himself or punching his own chest to keep the adrenaline going
I will say being able to use a saving throw to continue your rage makes multiclassing as a barbarian even more appealing
I didn't even THINK about multiclassing!!
@OneShotQuesters I almost always multiclass, so it's always in my mind when reading about the new changes coming
Can you cast spells with rage now?
Bro I’m so glad dnd didn’t reinvent the wheel, they just made some well needed and useful tweaks 🤙
27:10 Wis isn't one of the most common saves for enemies to be really good at. I understand that when Intimidating Presence was an Action and only targeted 1 enemy, it would have been less useful and would rarely work. But targeting EVERY enemy within 30 feet, on a save that is only average for enemies, you're going to succeed a lot more often with that now. And it's now only a Bonus Action? Hell yeah that's worth it! Even if you only get 40% your enemies, that's still 40% of those enemies having Disadvantage on all their Attack Rolls, unable to approach, and all of your party get Advantage on every Attack Roll against them for a full round, including your next turn! That's a nice AoE shut down for a non spell caster!
I'm curious how we could combine that with conquest paladin on a gestalt campaign. Sure we can't smite while raging anymore, but nobody can run away within 10 ft on a goliath turned Large is valuable too. Whenever we run out of rages we can still smite them to bits.😮😊😂
The saving throw keeping the rage going is good for dragonborn
Rage can be various flavors. Rage sometimes is primal magic.
Rage = angy is only one way to do it.
As a frequent barbarian player I am overjoyed to hear about primal knowledge, I can actually be meaningful in roleplay
The barbarian now is just a Baky character. Imagine their body to be Pterodactyl, Tiger or whatever. So hard that their body physically changes in order to achieve whatever they want.
I think a perfect example of different forms of rage beyond just being a blinding uncontrollable inferno of bloodthirsty anger is John Wick You can't sit there and say that he isn't going through rage. He clearly is raging but it is a cold focused anger that drowns out everything but what is necessary and important.
Have the barbarian look angry but then put on a monocle and persuade a king
9:00 Intimidate while rage? Crush keg against head. Wood splinters. Pants are soiled.
Persuasion while rage? Crush keg against head. Wood splinters. "This guy knows how to party!"
Stealth while rage? Crush keg against head. Wood splinters. "YOU NO SEE GROG!" Pants soiled. "I no see Grog!!!"😂
Alternatively...
Stealth while rage? Yeet friends over wall. Jump over wall after them😂
The saveing throw to keep the rage going had to happen since Athletic Attacks are no longer something you roll for but something the enemy saves against. So without that stuff like a shove or a grapple wouldn't keep your rage going.
i mean for the whole primal knowlage thing he did say "curated" this makes me think that it's not gonna be all skill checks, but only the ones that make sense, here's a list of what i think that would look like:
Acrobatics: "Why flip over this table when i can crash though it/im not gonna be able to balance on this wood beam slowly, so i'll charge over it insted so fast that i won't need to
Sleight of Hand: Wouldn't work, can't muscle something stealthly
Stealth: "Why be sneaky and quite when you can just glare at people untill they decide it's better to pretend they didn't see you
Arcana: Wouldn't work, muscles can't make your brain smarter with magics....but it could work in the highly situational "can i see a weak point in this glowly do-dad that i could potentialy break"
History: not gonna work, unless it involves something like fighting or instinct
Investigation: Deffinitly wouldn't work
Nature: i view this skill as knowlage about plants, so almost deffinitly wouldn't work
Religion: probbly woulnd't work unless you go zelot, and even then only in the aspect of worshiping your god
Animal Handling: "sure i could tame this beast by being nice, givin it treats and stuff....BUT FUMK THAT IM THE ALPHA HERE, IMA WRASLE IT AND SHOW IT WHO'S BOSS"
Insight: Not gonna work
Medicine: it would be funny, and as a dm i would give disadvantage, but probbly wouldn't work, all i can picture in my head is the barb trying to do the himelick while shouting "LIVE LIVE LIVE LIVE"
Perception: Almost certinaly wouldn't work, unless as a DM you could play off the whole spidy sense thing they are going for and have them instintivly spot something
Survival: probbly wouldn't work for specfics but it could be used in a "don't eat that, it gave me the shits, ooo that one make you see good, don't go near that it has teeth" kinda learn by being hurt mentality
Deception: playing off the whole "too dumb to be cunning" angle? either that or letting slip a minor part of something else so they forget your were trying to trick them about another thing
Intimidation: i mean this ones pretty obvious
Performance: Strongmen are a thing at the circus, i would deffinitly say this would fall under that, trying to do incredible feats of impresive strength, such as doing a one hand upside down push up, or lifting a bolder twice your size above your head
Persuasion: same as intimidation, only it's more friendly
I'm guessing its the list in the Playtest.
Acrobatics, Intimidation, Perception, Stealth, Survival.
It still has its uses but not ridiculous things like Arcana.
Quiet rage is actually the most dangerous.
~_~
Stealth is one of the skills in the playtest.
46:06 some pour schmuck flying away after engaging a battle: finally I’m safe
The Hunter killer zealot barbarian flying at them: MINE MINE MINE MINE MINE MINE MINE MINE MINE MINE
You could have rage like John Heder's character from Critical Role. His rage was just a love of fighting.
I mean having more uses for rage can be handy, maybe changing it to something else like primal charges and have those primal charges do different things like primal rage, primal stealth, primal performance, etc
Rage imo is adrenaline pumping throug your body and you can get adrenaline going if your not Angry it can be anything tbh
I’m thinking horror movie slashers like Jason for rage stealth checks lol
Just wait till as a parent you rage look/find something. I think thats actually accurate
If they called rage primal sense or something it would make a lot more sense
The go to idea of a barbarian in terms of superheroes is the hulk. As such I can see the issue with primal knowledge. But another iconic barbarian superhero is wolverine. Action hero Rambo. Primal knowledge works good for that. And even when you're pure anger the ability to scare your enemy with just your rage and strength seems easy.
Barbarian path of the seastar (insert Spongebob memes)
Wild hunt shifter berserker is looking decent.😮❤😂😊 Add some celestial warlock (actually zealot is really going to want that celestial dip for healing and chain pact and the gote-lo invocation for maxed healing, because they need it now.) for eldritch smite and some added healing 🤔 hmm or maybe fae patron for extra teleports and invisibility translating into terrifying stickiness.
You can already fly as a Totem warrior barbarian at level 14 eagle granted its only while on your turn but if you break your speed and multi class my Lizardfolk barbarian could monk multi class could technically fly 195 feet before dropping from the sky yes he was built to grapple an enemy fly 195 feet in the air and let go.
Imagine a barbarian picking a lock with primal knowledge..... Getting so pissed he/she breaks the lock
World Tree sounds so fun
I'm excited if they improve the bear totem resistences over the ua. I play an aarakocra barbarian but find it frustrating that I can't use the Eagle dash and bear resistences at the same time. I'm also needing a multiclass to get expertise in athletics.
I can now build my barbarian to be 100% barbarian!!!!
I think the new 6e Rage is "Super Focus Mode" then Hangery mode...
I like most of the changes, but i am probably still going to stick with 5e totem warrior if i need to build meat tank
They made rage super saiyan.
I'm curious... If a wild shaped bearbarian uses f.e. "bite" (which is labeled in the old PHB as "melee weapon attack") in combat. Does that fall under this new "Weapon Mastery" ability?
Or are a druid's teeth, nails, claws, etc not "simple or martial" enough, to benefit from that particular change, when playing a druid-barbarian multiclass?
The art they keep showing is just the old school D&D Cartoon party, looks like as adults though.
If you have six Level 17 World-Tree Barbarians you could go up to 18 Thousand Feet in under a minute with a short lasting giant amount of temporary hit points buff from everyone that stacks! with each player having 15 ft. Range weapons that do extra damage from rage and other features, and can pull anyone within 30 ft. to be 5 ft away. Crazy Stuff 😮
You could also use the 3 extra levels to add something interesting towards your character to make it different from the five other Barbarians.
Wildheart barbarian is a bit of a red herring if you ask me. 😂😂
After the zealot capstone getting some lvls in rogue (or monk) for that bonus action will be great although action surge still sounds really tempting.🤨❓😮❓😅😂😊
Barbarian is freaking exciting to play
Wait so the change that they had from the Playtest that they could recover a Rage usage every short rest was cut out???
After watching this & the Paladin one I'm glad Artificer didn't get into the PHB and got messed around with. 😅 upset my fave class was left out again however yet to see much benefits the other classes got beside the Bard becoming more 'anything you can do I can do better' or 'I want to play every single class and be better than the base class' for power creep players 😅 they're already OP and now feel double that.
I kind of wish the new “using strength for ability checks” feature didn’t cost a rage. If they changed it to “all skills in the barbarian skill list (intimidation, survival, etc.) can use strength instead of the normal ability” I think it would fit better. Not a huge deal though. I’m sure many DMs will change it.
To me I would rather do the intimidation than the bonus action. Like ok let’s say you can’t get in range for melee you know you won’t be attacking. You could bonus action and keep raging OR do a save ability on an enemy to damage or otherwise influence combat and keep rage going. Even if it’s only a 10 percent chance take the free chance and worse case scenario your rage extends best case scenario if it works and an enemy is frightened of you.
rage of the gods = channel celestial spirit.
26:50 While raging, dont you get to use your strength mod instead of certain mods
We leaned from Treantmonk they dont mention everything here.
They seemingly leave important stuff out.
Go back and watch Bambi then make the Barbarian "Path of Thumper", "Papa always said if you got nothing nice to say, I'll thump you on the head."
Hmm... you can't cast spells/use magic, but you can trigger a breath weapon ? Are they giving all Barbarians screaming attacks?
Thinking of how fully exhaling to "blow attack" something doesn't seem part of a furious rage.
Hello? Is anyone out there? Echo...
Hello! Welcome to the void!
@@MoonBoi101 Are you... a horizon walker?
@@crystalcreator9227 just keep it on the down low.... I've been tracking an elemental through too many planes to blow my cover now
... Echo...
@@tmanknoll9702 Someone else finally joined the void. It's cold and lonely out here.
31:36 the wording still bothers me. He says WHEN YOU ACTIVATE YOUR RAGE you get to pick two of the options. Which maybe now the options are better and more applicable in combat. But a lot of them were nice ribbon features that applied all the time outside of combat. Like the one eagle totem feature that lets you see a mile clearly, or the eagle one that lets you dash as a bonus action and not provoke attacks of opportunity. I’d need to see what they are, but it sounds like too much is being tied to the barbarian only when they’re raging. And I’m not hearing anything about more rage uses, soooooo I don’t know if I’m a huge fan of that yet
He explained that there are some features that are always on and others that are only during a Rage. The always-on features, you pick after a Long Rest, and the others you choose when you activate Rage.
@@ryadinstormblessed8308 yes, but he said two can be activated during rage, and one is picked per long rest. Not at what levels those things will correspond to though. Which is why I said I’d need to see what the actual options are first, but as of now I’m worried that the ones that are automatically active aren’t gonna have tons of good options. And also that still doesn’t deal with the problem of them only being active DURING RAGE, and with these other uses for your rage (like helping with checks and stuff as they described) it sounds like you’ll be using rage for more things. But nothing has been stated about getting more rages or the rages duration being extended if I’m not mistaken. So if those two features are only active during rage, what happens when you’re in a combat where your rage uses have been used up? You’re essentially going in without a subclass except for that one feature that’s active all day
Barbarians being able to keep their rage going with a saving throw is insanely good, I don't know why you don't like it. By making it so saving throws can keep rage going and bonus actions as well there is ALWAYS an option available to keep your rage up while being able to do other things. By not including saving throws you might be in a situation where you can't use your action to melee attack so you have to use your bonus action. But you might have something you could use your bonus action on instead so you're now stuck deciding between rage upkeep or the other thing. With saving throws you can do the other thing and have the ability to use your action to keep rage going if you have something to cause a saving throw. Without saving throws your bonus action is basically perma locked on rage upkeep and nothing else. Think about how it combos with intimidating presence instead of just burning a bonus action to keep rage going you can use that bonus action to cause a massive amount of fear in enemies AND keep the rage going.
So.. do barbarians get enough rage/day to burn one out of combat?
Raging to use skills calls into question why raging characters can't use spells
Would Intimidating Presence work with Primal Knowledge?
This is the only really good type of reaction video
I still prefer the old Zealot Barbarians with the rage beyond death.
Bababarbarian
I disagree. I think its PERFECTLY valid to have your preference of class/subclass and if they kill the one you like why in the world do I HAVE to be more open to something?? But, fortunately, if they nerf something I dont like, just have the DM houserule it back cause honestly, martials need all the help they can get and no upgrade will put them on par with casters so who cares....
I think its a bit shitty for someone to disregard others opinions because you think something is fine. Nerfs suck. I will restore Divine Smite for Paladins, and I might put Stunning Strike back too....both nerfs were NOT necessary. Hell probaby gonna give Monk Weapon Mastery like they should have...they are even more martial than barbarians...and less powerful.
40:43, he said while raging you can use strength for skill checks in non comnlbat situations. So that means you are burning one of your limited rages for some useless interaction.
Useless interaction? My brother in Christ, this is a role-playing game…interaction is kinda the whole point. D&D is not just a fighting simulator.
Instead of burning a rage give them an ability similar to the Zealot barb's Zealot presence that gives you advantage on interactions a number of times per day.
@corbanbausch9049 yes bit in most social interactions you don't get to use strength in most things. Stealth for example, raiding a tower or sneaking up to some guards; you probably would succeed the first one by ripping the doorknob off or tossing a rock somewhere but then you'd have to deal with a active stealth check instead of a passive one. It doesn't matter if they word it as a giant f off spider sneaking, another one; are you going to punch your own stomach or choke yourself to keep the ale down in a drinking contest? Or are you going to rip your arm off to not get poisoned? No.
Most people in games think with wisdom not intelligence. The past experiences make up for what went wrong in the current problems.
Not every game session is spent adventuring. This gives Rage a usefulness on those days when you're not in any combat.
They nerf totem and completely skip over the nerf