With my hyperfixation randomly choosing the God of War games, I was inspired to take a Barbarian in an albeit slightly different direction. I have posted an older version for 2014 Barbarian on this website (you can check out here if you're interested to see the design evolution), but with the 2024 Barbarian I had new tools to work with. Inspired by Kratos from God of War Ragnarok, I'm curious as to your thoughts! Text within block quotes is commentary I make on the aforementioned abilities.
Barbarian - Path of Atonement
To Be One’s Own Master
Barbarians who choose the Path of Atonement mold their Rage to suit their needs, as their past choices have had massive consequences. This path is one of self-mastery, and examines how anyone can learn to be better.
Path of Atonement Features
Barbarian Level
Feature
3rd
Multifaceted Rage, Quiet Wisdom
6th
Sagacious Might
10th
Clear Mind, Merciful Strike
14th
Master Thyself
Level 3: Multifaceted Rage
You have developed new approaches to how you use your Rage. You gain one of the following benefits of your choice as part of the Bonus Action you take to enter your Rage, or as a Bonus Action expending a use of your Rage while your Rage is active. Only one of these benefits can be active at a time during your Rage.
Ferocious. You can make a melee attack with Advantage against a creature within reach. This attack can score a Critical Hit on a roll of 19 or 20 on the d20, and ignores Resistances.
Heroic. You gain Heroic Inspiration, and Temporary Hit Points equal to 1d12 + your Barbarian level. These Temporary Hit Points last until your Rage ends. In addition, you can expend a use of your Rage as a Reaction in response to taking damage to activate this feature.
Passionate. For the duration of your Rage, you regain Hit Points equal to your Rage Damage bonus whenever you apply it against a creature. In addition, your Speed increases by 5 feet, and your Unarmed Strikes deal 1d6 + your Strength modifier Bludgeoning damage.
Purposeful. You summon a melee weapon- a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another creature is bonded with it. This weapon lasts for the duration of your Rage, can deal your choice of Force damage or its normal damage type, and it has the Finesse, Heavy, and Thrown (Range 20/60) properties. When you throw this weapon, it reappears in your hand the instant after it hits or misses a target. You cannot be disarmed of this bonded weapon.
You can use this feature without expending a use of your Rage once. You gain an additional use at 6th, 10th, and 14th level. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Ferocious is something you want to use when you're pretty certain you can bring an enemy down, or just need that extra bit of damage for one of your other party members to bring down. It is limited because I don't want its damage output to compete with that of the Berserker, the definitive damage-dealing Barbarian subclass.
Heroic is quite self-explanatory. An option that improves the defenses of the Barbarian themselves, while also aiding allies, turning uses into Heroic Inspiration which can also be used on the 1d12 for the Temporary Hit Points. I was considering bumping the die down to a d10.
Passionate is more long-term, as you'll be regaining your Hit Points slowly over time. It's the option you use when you're just starting battle, when you're unarmed, or just need that extra bit of movement speed.
Purposeful has precedence with the Warlock's Pact of the Blade. The imagery of summoning a weapon to you is always cool, and the additions of the properties lean themselves towards specific builds. Finesse meaning you could take the Defensive Duelist Feat, Heavy meaning you could take the Great Weapon Master Feat. And throwing the weapon is a good option in those moments where something is just out of reach. I did consider adding the Light property, but ultimately decided against it in favor of Heavy.
I considered just flat out adding more uses of Rage, but decided on free uses separate from it.
Level 3: Quiet Wisdom
Your time spent inward grants you improved acuity. You gain proficiency in one skill or tool of your choice. You also learn one language of your choice.
Nothing wrong with a simple ribbon feature. Not as bombastic as the previous feature, hence the "Quiet".
Level 6: Sagacious Might
You recognize yourself in others, lessening the impact they have on you. Whenever you are hit by an attack or fail a saving throw, you can take a Reaction to add your Rage Damage bonus to your AC and to all saving throws you make, potentially causing the attack to miss you, or cause yourself to succeed on the save. These benefits last until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
A defensive option on a Barbarian? Madness! But in all seriousness, the bonus starts at +2 and caps at +4. Early on, I don't imagine it'll be too often that a save or hit will be changed by this simple bonus, but hey, every little bit counts. The idea that these attacks are missing you because they're ones you yourself once made, or you succeed on a save because you recognize the hurt behind a creature's eyes and are able to resist. Could be a moment in combat where you want to talk with the creature more than fight.
Level 10: Clear Mind
You have adopted mental techniques that protect you from specific harm. You gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice). You can change this proficiency when you finish a Long Rest.
A floating mental saving throw proficiency? Nice. On a Barbarian? Even better. This is a powerful feature, and I do think it's warranted given how situation the next feature is, though still thematic. Perhaps you have an idea for what you will be facing today, so you train yourself to resist the Mind Flayer's Mind Blast attack. Perhaps you anticipate a Banishment spell somewhere down the line and prepare yourself with a Charisma saving throw proficiency. This speaks to your character's preparedness, or maybe an acknowledgement of their shortcomings.
Level 10: Merciful Strike
You have tempered new ways to attack compassionately. The following effects are now among your Brutal Strike options.
Knocking Blow. If the target is dropped to 0 Hit Points after taking damage from this attack, you can cause the target to be considered Stable.
Teetering Blow. If the target would be dropped to 0 Hit Points after taking damage from this attack, you can cause the target to instead drop to 1 Hit Point, and it has Disadvantage on its next attack roll until the start of your next turn.
A bit more situational, perhaps you want to knock out a creature and tie them up without killing them. Or maybe you want to give a creature one last chance to lay down their arms, otherwise you'll deal the finishing blow. This speaks to a character recognizing death is not the only choice, there are other ways in which we can engage others in combat.
Given how situational it is, though thematic, it's why I added this alongside Clear Mind.
Level 14: Master Thyself
Your Multifaceted Rage improves.
Ferocious. You can add your Rage Damage bonus to this attack roll, and on a hit it deals maximum damage instead of rolling. This attack can score a Critical Hit on a roll of 18–20 on the d20.
Heroic. When you activate this feature, creatures of your choice within 10 feet of you are pushed 5 feet away from you, and you add your Constitution modifier to the Temporary Hit Points. Additionally, when you activate this feature as a Reaction, the triggering damage cannot reduce you below 1 Hit Point.
Passionate. Your Speed increases by an additional 5 feet, the Unarmed Strike die is now a d8, and the Hit Points regained from your Rage Damage Bonus are now doubled. Immediately after you score a Critical Hit with an attack or reduce a creature to 0 Hit Points, you can make another attack as a Bonus Action.
Purposeful. When an attack misses you or you succeed on a saving throw, you can make an attack at Advantage with this weapon. When you attack with this weapon whose mastery property you can use, you can replace that property with the Graze or Topple property for that attack.
This is the subclass capstone, so it should be very powerful. Each option should be able to hold its own against the other options, and be useful in a number of scenarios.
Ferocious dealing a massive attack at once- with an increased Critical Hit range, you could also stack this with other damage increases like Brutal Strike, or magical weapons. Will this out-damage the Berserker? On average, probably not, but it's good to have a good damage dealing option.
Heroic granting more THP with the Constitution bonus and the increase in Barbarian level. Now you don't have to Disengage necessarily by pushing creatures away, but the big boon here is the last stand of damage not dropping you below 1 Hit Point. Not great against multiattacks, but against those big damage dealing spells? Huge.
Passionate implementing the Great Weapon Master's Bonus Action attack under the same prerequisites is neat, though not a common occurrence (remember, only one of these options active at a time, no stacking with Ferocious). The other improvements are simple increased bonuses which were already decent.
Purposeful, it is not deceiving you, it reads exactly as is. You are getting free attacks every time you succeed a saving throw or an attack misses you. How often will this happen? Well more often than other Barbarians certainly. I did consider only having this active for the duration of your Sagacious Might, but hey it's a capstone, lets be a bit silly shall we? The Graze and Topple bonus is fitting given this is a special weapon.
How often can these be used? Can I do one, then next turn the other etc.?
You gain one of the following benefits of your choice as part of the Bonus Action you take to enter your Rage, or as a Bonus Action expending a use of your Rage while your Rage is active. Only one of these benefits can be active at a time during your Rage.
So yes, you could choose the Ferocious option upon entering your Rage, then on your next turn you could take a Bonus Action and expend a use of your Rage (or this feature) to do choose the Passionate option. On the turn after that, you could take a Bonus Action and expend a use of your Rage (or this feature) to do choose the Purposeful option, ending the Passionate effects. Perhaps I should add a line that specifies "the previous effect ends upon choosing another option." The feature itself can be used without expending a use of your Rage once, gaining additional uses at 6th, 10th, and 14th level. You regain one use on a Short Rest, and all uses on a Long Rest.
The power/consistency of these features is heavily determined by how often you have combat in a day, and when. Tables where combat is rare will probably use Ferocious or Heroic pretty regularly, whereas tables that have lots of combats may find better longevity with Purposeful or Passionate. But versatility is the point, choosing what you need depending on the context and expectations.
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With my hyperfixation randomly choosing the God of War games, I was inspired to take a Barbarian in an albeit slightly different direction. I have posted an older version for 2014 Barbarian on this website (you can check out here if you're interested to see the design evolution), but with the 2024 Barbarian I had new tools to work with. Inspired by Kratos from God of War Ragnarok, I'm curious as to your thoughts! Text within block quotes is commentary I make on the aforementioned abilities.
Barbarian - Path of Atonement
To Be One’s Own Master
Barbarians who choose the Path of Atonement mold their Rage to suit their needs, as their past choices have had massive consequences. This path is one of self-mastery, and examines how anyone can learn to be better.
Path of Atonement Features
Level 3: Multifaceted Rage
You have developed new approaches to how you use your Rage. You gain one of the following benefits of your choice as part of the Bonus Action you take to enter your Rage, or as a Bonus Action expending a use of your Rage while your Rage is active. Only one of these benefits can be active at a time during your Rage.
Ferocious. You can make a melee attack with Advantage against a creature within reach. This attack can score a Critical Hit on a roll of 19 or 20 on the d20, and ignores Resistances.
Heroic. You gain Heroic Inspiration, and Temporary Hit Points equal to 1d12 + your Barbarian level. These Temporary Hit Points last until your Rage ends. In addition, you can expend a use of your Rage as a Reaction in response to taking damage to activate this feature.
Passionate. For the duration of your Rage, you regain Hit Points equal to your Rage Damage bonus whenever you apply it against a creature. In addition, your Speed increases by 5 feet, and your Unarmed Strikes deal 1d6 + your Strength modifier Bludgeoning damage.
Purposeful. You summon a melee weapon- a Simple or Martial Melee weapon of your choice with which you bond—or create a bond with a magic weapon you touch; you can’t bond with a magic weapon if someone else is attuned to it or another creature is bonded with it. This weapon lasts for the duration of your Rage, can deal your choice of Force damage or its normal damage type, and it has the Finesse, Heavy, and Thrown (Range 20/60) properties. When you throw this weapon, it reappears in your hand the instant after it hits or misses a target. You cannot be disarmed of this bonded weapon.
You can use this feature without expending a use of your Rage once. You gain an additional use at 6th, 10th, and 14th level. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 3: Quiet Wisdom
Your time spent inward grants you improved acuity. You gain proficiency in one skill or tool of your choice. You also learn one language of your choice.
Level 6: Sagacious Might
You recognize yourself in others, lessening the impact they have on you. Whenever you are hit by an attack or fail a saving throw, you can take a Reaction to add your Rage Damage bonus to your AC and to all saving throws you make, potentially causing the attack to miss you, or cause yourself to succeed on the save. These benefits last until the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 10: Clear Mind
You have adopted mental techniques that protect you from specific harm. You gain proficiency in either Intelligence, Wisdom, or Charisma saving throws (your choice). You can change this proficiency when you finish a Long Rest.
Level 10: Merciful Strike
You have tempered new ways to attack compassionately. The following effects are now among your Brutal Strike options.
Knocking Blow. If the target is dropped to 0 Hit Points after taking damage from this attack, you can cause the target to be considered Stable.
Teetering Blow. If the target would be dropped to 0 Hit Points after taking damage from this attack, you can cause the target to instead drop to 1 Hit Point, and it has Disadvantage on its next attack roll until the start of your next turn.
Level 14: Master Thyself
Your Multifaceted Rage improves.
Ferocious. You can add your Rage Damage bonus to this attack roll, and on a hit it deals maximum damage instead of rolling. This attack can score a Critical Hit on a roll of 18–20 on the d20.
Heroic. When you activate this feature, creatures of your choice within 10 feet of you are pushed 5 feet away from you, and you add your Constitution modifier to the Temporary Hit Points. Additionally, when you activate this feature as a Reaction, the triggering damage cannot reduce you below 1 Hit Point.
Passionate. Your Speed increases by an additional 5 feet, the Unarmed Strike die is now a d8, and the Hit Points regained from your Rage Damage Bonus are now doubled. Immediately after you score a Critical Hit with an attack or reduce a creature to 0 Hit Points, you can make another attack as a Bonus Action.
Purposeful. When an attack misses you or you succeed on a saving throw, you can make an attack at Advantage with this weapon. When you attack with this weapon whose mastery property you can use, you can replace that property with the Graze or Topple property for that attack.
Question on
Level 3: Multifaceted Rage or
Level 14: Master Thyself
How often can these be used? Can I do one, then next turn the other etc.?
You gain one of the following benefits of your choice as part of the Bonus Action you take to enter your Rage, or as a Bonus Action expending a use of your Rage while your Rage is active. Only one of these benefits can be active at a time during your Rage.
So yes, you could choose the Ferocious option upon entering your Rage, then on your next turn you could take a Bonus Action and expend a use of your Rage (or this feature) to do choose the Passionate option. On the turn after that, you could take a Bonus Action and expend a use of your Rage (or this feature) to do choose the Purposeful option, ending the Passionate effects. Perhaps I should add a line that specifies "the previous effect ends upon choosing another option." The feature itself can be used without expending a use of your Rage once, gaining additional uses at 6th, 10th, and 14th level. You regain one use on a Short Rest, and all uses on a Long Rest.
The power/consistency of these features is heavily determined by how often you have combat in a day, and when. Tables where combat is rare will probably use Ferocious or Heroic pretty regularly, whereas tables that have lots of combats may find better longevity with Purposeful or Passionate. But versatility is the point, choosing what you need depending on the context and expectations.