Later this year, we will release a product (not yet announced) that offers a way for a player to customize their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D's many other playable folk. This option emphasizes that each person in the game is an individual with capabilities all their own.
half orc w/ orcish fury: path of the depths barbarian X/ echo knight fighter 3. based also in a heavy water themed campaign.
Butcher's bib item, +1 greataxe, wearing half plate armor, and a cloak of protection.
we start at level 9.
crit fish to the max and if you crit once a rest that hits for 5d12! that can increase further as you progress barb too. the rest of the time on crits you get that 3d12 due to half orc extra dmg die. mmmmmm all the damage.
Of these 3, I find the champion fighter MC to be the best. Improved Critical has immediate returns from the half-orc's Savage Attacks and compounds with Brutal Critical.
Bear totem barb/moon druid tends to be more druid than barb for the better forms (or if you get to elementals before dipping barb, go berserker since elementals are immune to exhaustion!). Zealot barb/conquest paladin has a nice theme, but the pally's charisma dependency hurts.
Finally, I'd recommend getting barb to 5th level before dipping another class; Extra Attack is a huge increase to your output as a martial class!
I have been messing with the idea of Ancestral Guardian and Swashbuckler for ultimate mob annoyance. Swoop in, hit someone and swoop back out again. First round will have to be the “warmup” phase for it and afterwards you can dash action in and out of the action while causing ancestral spirits to harass the creature you’re attacking
I have been messing with the idea of Ancestral Guardian and Swashbuckler for ultimate mob annoyance. Swoop in, hit someone and swoop back out again. First round will have to be the “warmup” phase for it and afterwards you can dash action in and out of the action while causing ancestral spirits to harass the creature you’re attacking
even more fun is go the ancestral guardian and 3 level dip into echo knight. first turn set up with the rage then next turn pop echo and have the new "you" be hitting. itll gain all the benefits of the guardians, BUT because it is your echo any atk against it is at disadvantage.
A good build idea is a pure zealot barbarian, half-elf.
See, with season 10's racial rules, you can start with 16 STR, DEX, and CON. You'll start with 16 AC right off the bat. At higher levels, a zealot barbarian can potentially never die, but it has a couple of weaknesses. For example, sleep can just kill you at some point under such conditions, but half-elf is immune to that. You get your own indomitable at lvl 6, and it's perhaps even better because one of the saves you don't want to fail are those against being charmed, and would you look at that, half-elves get advantage on saves against being charmed!
That, and zealots are just so powerful with their divine fury constantly scaling every two levels. GWM, PAM, STR, STR, CON or w/e-- done. You do a solid 90 DPR with that set up at lvl 20!
I am currently playing a AG barbarian/ monk. And I got to say it's fun. I'll go kensai monk later. But I do have a small special ruling that kensai weapon features work with all monk weapons. The unarmored choices are ridiculous because I'm also playing a lizard folk. I have three armor classes to choose from.
currently playing a str based rogue (swashbuckler) with zealot barbarian (umberlee). took the grappler feat and with a plus 11 and adv on athletic checks, I'm all but guaranteed a grapple. viola as long as you wielding a cutlass (rapier) you're getting 1d8+ a shit ton d6 against an enemy that can't run away and who cant really hurt you cause rage and uncanny dodge. throw in the pin action from grappler and now all the melle bros can join the fun of turning any large or smaller enemy into a pincushion.
I have been messing with the idea of Ancestral Guardian and Swashbuckler for ultimate mob annoyance. Swoop in, hit someone and swoop back out again. First round will have to be the “warmup” phase for it and afterwards you can dash action in and out of the action while causing ancestral spirits to harass the creature you’re attacking
even more fun is go the ancestral guardian and 3 level dip into echo knight. first turn set up with the rage then next turn pop echo and have the new "you" be hitting. itll gain all the benefits of the guardians, BUT because it is your echo any atk against it is at disadvantage.
I have been messing with the idea of Ancestral Guardian and Swashbuckler for ultimate mob annoyance. Swoop in, hit someone and swoop back out again. First round will have to be the “warmup” phase for it and afterwards you can dash action in and out of the action while causing ancestral spirits to harass the creature you’re attacking
even more fun is go the ancestral guardian and 3 level dip into echo knight. first turn set up with the rage then next turn pop echo and have the new "you" be hitting. itll gain all the benefits of the guardians, BUT because it is your echo any atk against it is at disadvantage.
I have a Warforged Barbarian character with a little bit of PTSD from the last great war. No subclass. But my Warforged is coping. Kind of like John Wick trapped inside of an armored body.
I’m playing a bugbear path of the beast barb, no dips anywhere, and am having an absolute blast. Zirk Fangsworth is a 100% one trick pony- but it’s a helluva trick on a helluva pony.
(Truth of the matter: I looked for classes to multi him into and I couldn’t find anything that would improve on the build. This is a build best left alone.)
Obvs with bugbear I’m going for a reach-centric build. Took poisoner at level 4 instead of the str increase or pam/sentinel feats for a pragmatic reason- I got tired of waiving my bonus action all the time and thought I could do more.
Tanky, vicious, and man, a 15’ reach (with tail or his +1 halbard), and resistance to damage? Hells yes.
I am currently playing a AG barbarian/ monk. And I got to say it's fun. I'll go kensai monk later. But I do have a small special ruling that kensai weapon features work with all monk weapons. The unarmored choices are ridiculous because I'm also playing a lizard folk. I have three armor classes to choose from.
I built a Goliath Barb 3 / Open-Hand Monk 17 just for Lulz and it was a mighty beast.
I am currently playing a AG barbarian/ monk. And I got to say it's fun. I'll go kensai monk later. But I do have a small special ruling that kensai weapon features work with all monk weapons. The unarmored choices are ridiculous because I'm also playing a lizard folk. I have three armor classes to choose from.
I built a Goliath Barb 3 / Open-Hand Monk 17 just for Lulz and it was a mighty beast.
I've got a Berserker 16/Open Hand 4 in the making, currently 2/1. I plan to get to at least barb 5 before raising monk to 4.
Custom lineage w/ darkvision and fighting initiate for d8 unarmed strikes; low AC, but still very durable between 14 Con and Rage.
•Half-Orc |Barb 2/Fighter 3(Champion)
•Hill Dwarf |Barb 3(Bear)/Druid 2(Moon)
•Half-Orc |Barb 3(Zealot)/Paladin 2(Conquest)
DO NOT RECOMMEND! Playing these class combination w/ Barbarian below:
• Artificer
• Bard
• Cleric
• Monk
• Ranger
• Sorcerer
• Wizard
Assuming build-your-own ability score distribution gets released this year, Satyr should be on the list too.
half orc w/ orcish fury: path of the depths barbarian X/ echo knight fighter 3. based also in a heavy water themed campaign.
Butcher's bib item, +1 greataxe, wearing half plate armor, and a cloak of protection.
we start at level 9.
crit fish to the max and if you crit once a rest that hits for 5d12! that can increase further as you progress barb too. the rest of the time on crits you get that 3d12 due to half orc extra dmg die. mmmmmm all the damage.
Of these 3, I find the champion fighter MC to be the best. Improved Critical has immediate returns from the half-orc's Savage Attacks and compounds with Brutal Critical.
Bear totem barb/moon druid tends to be more druid than barb for the better forms (or if you get to elementals before dipping barb, go berserker since elementals are immune to exhaustion!). Zealot barb/conquest paladin has a nice theme, but the pally's charisma dependency hurts.
Finally, I'd recommend getting barb to 5th level before dipping another class; Extra Attack is a huge increase to your output as a martial class!
I have been messing with the idea of Ancestral Guardian and Swashbuckler for ultimate mob annoyance. Swoop in, hit someone and swoop back out again. First round will have to be the “warmup” phase for it and afterwards you can dash action in and out of the action while causing ancestral spirits to harass the creature you’re attacking
even more fun is go the ancestral guardian and 3 level dip into echo knight. first turn set up with the rage then next turn pop echo and have the new "you" be hitting. itll gain all the benefits of the guardians, BUT because it is your echo any atk against it is at disadvantage.
step 3: Profit!
A good build idea is a pure zealot barbarian, half-elf.
See, with season 10's racial rules, you can start with 16 STR, DEX, and CON. You'll start with 16 AC right off the bat. At higher levels, a zealot barbarian can potentially never die, but it has a couple of weaknesses. For example, sleep can just kill you at some point under such conditions, but half-elf is immune to that. You get your own indomitable at lvl 6, and it's perhaps even better because one of the saves you don't want to fail are those against being charmed, and would you look at that, half-elves get advantage on saves against being charmed!
That, and zealots are just so powerful with their divine fury constantly scaling every two levels. GWM, PAM, STR, STR, CON or w/e-- done. You do a solid 90 DPR with that set up at lvl 20!
I am currently playing a AG barbarian/ monk. And I got to say it's fun. I'll go kensai monk later. But I do have a small special ruling that kensai weapon features work with all monk weapons. The unarmored choices are ridiculous because I'm also playing a lizard folk. I have three armor classes to choose from.
currently playing a str based rogue (swashbuckler) with zealot barbarian (umberlee). took the grappler feat and with a plus 11 and adv on athletic checks, I'm all but guaranteed a grapple. viola as long as you wielding a cutlass (rapier) you're getting 1d8+ a shit ton d6 against an enemy that can't run away and who cant really hurt you cause rage and uncanny dodge. throw in the pin action from grappler and now all the melle bros can join the fun of turning any large or smaller enemy into a pincushion.
Thank You... I'm glad that you've posted this.
I have a Warforged Barbarian character with a little bit of PTSD from the last great war. No subclass. But my Warforged is coping. Kind of like John Wick trapped inside of an armored body.
I’m playing a bugbear path of the beast barb, no dips anywhere, and am having an absolute blast. Zirk Fangsworth is a 100% one trick pony- but it’s a helluva trick on a helluva pony.
(Truth of the matter: I looked for classes to multi him into and I couldn’t find anything that would improve on the build. This is a build best left alone.)
Obvs with bugbear I’m going for a reach-centric build. Took poisoner at level 4 instead of the str increase or pam/sentinel feats for a pragmatic reason- I got tired of waiving my bonus action all the time and thought I could do more.
Tanky, vicious, and man, a 15’ reach (with tail or his +1 halbard), and resistance to damage? Hells yes.
Zirk Fangsworth, Squishy Saviour.
I built a Goliath Barb 3 / Open-Hand Monk 17 just for Lulz and it was a mighty beast.
I've got a Berserker 16/Open Hand 4 in the making, currently 2/1. I plan to get to at least barb 5 before raising monk to 4.
Custom lineage w/ darkvision and fighting initiate for d8 unarmed strikes; low AC, but still very durable between 14 Con and Rage.