If you take the two weapon fighting style, otherwise it just adds the rage damage on the 4th attack. It is still overall a buff, but with d6 damage dice you aren't dishing out the same numbers in the damage department as GWM attacks, you just have more chances for less damaging attacks to hit, so your damage floor per turn is higher.
That's true. I forgot the barbarian does not get a fighting style, so it would require a feat.
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
well, at least this shows it's possible without breaking rules! Hooray for dualwielder+two weapon fighting style!
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
well, at least this shows it's possible without breaking rules! Hooray for dualwielder+two weapon fighting style!
Requires two feats plus a dumb, clumsy free action exploit that will not work round after round.
Round 1: Both weapons in hand. Ax attack, free-action stow it, claw, claw, bonus action Ax attack.
Round 2: One empty hand. You have to use your free action to draw it, which means you're stuck with two weapons in hand.
I'm not sure about the rules for outright dropping it. In real life this could easily damage the weapon, and certainly would if you kept doing it. You also need to next to be your weapon to pick it back up again. I'm not sure how the rules as written address this, or if they do. But either way, these shenanigans have began getting so stupid I just consider it not an option.
Honestly I find considering Natural Weapons as not being wielded weird. This is doubly true for Path of the Beast barbarians as their claws are also considered Simple Weapons. I feel like they should either be treated as Simple Weapons that you wield, or treated as Unarmed Strikes. However RAW they inhabit this weird state of being neither. The fact that there is a way to still get the 4 attacks RAW just demonstrates how weird a position the PotB claws are in.
If the concern is letting PotB Barbarians get 4 attacks a round would be overpowered I would suggest looking at the Path of the Zealot Barbarian. Their 3rd level feature Divine Fury lets them deal 1d6 + half their Barbarian level on the first hit of their turn. This is very similar to the 1d6+str+rage of the claws without requiring you to use one of your action attacks to use a 1d6 weapon. A variant human PotZ barb with 16 strength and the Polearm Master feat and a glaive at level 3 does 1d10 + 1d4 + 1d6 + 2*str + 2*rage + 1 damage for an average 22.5 damage across 2 attacks. A variant human PotB barb with 16 strength and the Dual Wielder feat and a longsword at level 3 does 1d8 + 2d6 + 2*str + 3*rage damage for an average 23.5 damage across 3 attacks. The PotB does one more damage on average with the advantage growing against targets with high AC due to the damage getting spread out across an additional attack.
However it gets worse for the PotB Barbarian from there. At level 5 they both get an extra weapon attack with the glaive the PotZ uses averaging 1 more damage than the longsword. Also the PotZ Divine fury continues to scale off of the Barbarian's level. The PotB Barbarian can use a feat or multiclass for the Two Weapon fighting style to keep up with the scaling of Divine Fury. But then the PotZ Barbarian can pick up Great Weapon Master or the Two-handed Weapon fighting style for the same cost and keep ahead. Also a minor but notable difference is that Divine Fury just needs one of 3 attacks to hit, where as the extra claw attack succeeds or fails on a single attack.
Now consider this scenario, PotB Barbarian with Polearm Master. Sure at 3rd level you are either making your glaive attacks or your claw attacks but at 5th level you can do this:
Round 1: Bonus action rage, glaive attack, free action let go of the glaive with one hand while still holding it in the other, claw, claw
Round 2: Claw, claw, free action hold the glaive with both hands again, glaive attack, bonus action polearm master attack
Round 3: Glaive attack, bonus action polearm master attack, free action let go of the glaive with one hand while still holding it in the other, claw, claw
Cycle between Round 2 and 3 until dead, you or the enemies. Here you can get 4 attacks while using a two handed weapon. Polearm Master is giving us the main benefits of Dual Wielder and the Two Weapon fighting style for one feat. The average of 1d10 + 1d4 is one less than 2d8 but you get to add your strength modifier twice. Before when trying to dual wield with the claws we had to use shenanigans with the free action to meet the "holding" qualifications of dual wielding. Now with the glaive we can use the fact that we aren't "holding" the claws to our advantage. Oh, and we can do all the usual glaive things like Great Weapon Master, Sentinel, etc while also having access to Infectious Fury.
One thing to note with the PotB glaive strategy is that depending on the DM you might not be able to hold the glaive in two hands again after letting go to make claw attacks in the same turn. This is what I have assumed above. A consequence of this is that while holding the glaive with one hand you would only be threatening with your claws and you wouldn't get the Polearm Master opportunity attack.
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
well, at least this shows it's possible without breaking rules! Hooray for dualwielder+two weapon fighting style!
Requires two feats plus a dumb, clumsy free action exploit that will not work round after round.
Correction, it requires a feat and a multiclass into fighter! That would be the simplest, non-intrusive way to go about it. A v.human comes online at lvl 6!
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
well, at least this shows it's possible without breaking rules! Hooray for dualwielder+two weapon fighting style!
Requires two feats plus a dumb, clumsy free action exploit that will not work round after round.
Correction, it requires a feat and a multiclass into fighter! That would be the simplest, non-intrusive way to go about it. A v.human comes online at lvl 6!
Two feats will get you there at level 5, and is still requires dumb, clunky mechanics of literally dropping your weapon.
I wasn't accounting for having to rage in round 1 as a bonus action, but my point stands.
"Honestly I find considering Natural Weapons as not being wielded weird. This is doubly true for Path of the Beast barbarians as their claws are also considered Simple Weapons. I feel like they should either be treated as Simple Weapons that you wield, or treated as Unarmed Strikes. However RAW they inhabit this weird state of being neither. The fact that there is a way to still get the 4 attacks RAW just demonstrates how weird a position the PotB claws are in."
It goes even further than that. The rule for two-weapon fighting specifically states the weapon must be "held in your hand." I suspect they worded it this way to deliberately exclude unarmed strikes and racial natural weapons. IMO this was a bad decision. It unnecessarily removes player options. It's also unrealistic. You can "stab stab" with two daggers, but you can't give the old one-two punch? Still, RAW is RAW.
"Round 2: Claw, claw, free action hold the glaive with both hands again, glaive attack, bonus action polearm master attack"
This won't work. PAM requires *all* of your attacks are with the specified weapon to get your bonus action attack.
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon.
Yeah.. this is a pretty clunky way to get ONE extra attack per turn. You'd be better off taking the one level monk than to commit towards two feats that may or not come into play every turn.. even then, I do t know if a 1 level dip is worth it, let alone two feats.
GWM (and PAM) aren't just used because they're optimal. They're used because it's fun as hell to run around bopping things for 40+ damage a turn. Sure, you can go for other feats, you can always go with other feats, but I wouldn't limit yourself because you want to be different. What actually fits this character's personality and how they approach combat? Are they concerned with protecting others (sentinel)? Do they like to disrupt or disable their foes before striking(skill expert: athletics)? Do they go all out (GWM)? Finding that character fit is what matters.
Want to make a path of the beast barbarian and I feel like GWF and POM are overplayed, so I was wondering what people think the next best options are. Making a variant human, so taking a feat a level one. Not looking to optimize, just fun builds.
Example: Taking shield master, this allows my character to still make claw attacks while shoving the opponent prone with BA, plus getting the bonus to dex saves.
I neglected to suggest: SHIELD MASTER
Very much underrated IF you're playing a Barbarian. A lot of points to make here.
Beast Barb claws gets 2 attacks at level 1-4, and 3 attacks after level 5. You are WAY out-damaging other sword (er...claw) board melee characters.
If you grow a tail instead, at level 5 you can attack, then grapple, then bonus action shove prone (with rage advantage on checks). The next round the character is being held prone and has disadvantage on all attacks, while you have advantage on yours.
Here is the Shield Master feat. See the points I make in red.
Shield Master
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (With Rage Advantage)
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. (And you have advantage from Danger Sense)
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. (And you have advantage from Danger Sense)
Can I make an attack with one weapon, then draw a second weapon with my other hand and qualify to use two-weapon fighting? To use the two-weapon fighting bonus action (PH, 195), you must have both weapons in hand when you make the first attack. If you’re instead fighting with two or more weapons as part of the Extra Attack feature, the rule for the two-weapon fighting bonus action doesn’t apply. The rule for that bonus action applies only to itself, not to any other use of two or more weapons in the game
The problem I have with this ruling is that it implies that you can't use two-weapon fighting with thrown weapons when the actual rule explicitly states that making ranged attacks with thrown melee weapons is allowed. This ruling states if you fight with two or more weapons as part of the Extra Attack feature you cannot benefit from two-weapon fighting. However a character with the thrown weapon fighting style is doing just that once they gain the Extra Attack feature.
However the main point of my post was that RAW or not allowing a Path of the Beast barbarian to dual wield with their claws is only exceptional at 3rd level, and even then only by 1 DPR at the most. After that there are RAW builds that do the same or better DPR.
As for the main topic of the thread most of my favorites have already been mentioned, Shield Master, Skill Expert, Tavern Brawler(Though not technically RAW since the claws aren't unarmed strikes or improvised weapons so talk to your DM). The claws are a great damage option if you plan on doing something else with your other hand like hold a shield or grapple an opponent. One feat I like that hasn't been mentioned though is Athlete.
I wouldn't say it is good but I think it does synergize well with the Path of the Beast jumping ability. +1 Strength is just nice, climbing no longer costs extra movement, standing up from prone for one 5 feet of movement is nice, and it lets you running jump for only 5 feet of movement instead of 10. With the Path of the Beast jumping ability it is actually pretty easy to jump your full movement, even vertically. This makes it almost as good as Path of the Totem Warrior's Eagle flight but earned at level 6 instead of level 14. Athlete lets you get more out of your jumps and reduces the opportunity cost of not going with Path of the Beast climbing. I see a lot of people say that Path of the Beast climbing gives you permanent Spider Climb but this is not true. Spider Climb specifically calls out that it allows you to climb while leaving your hands free but Path of the Beast climbing does not. So Athlete doesn't let you explicitly climb on ceilings but you effectively get a climb speed. As a barbarian, especially with expertise and rage, you will be really good at making those Athletics checks.
Want to make a path of the beast barbarian and I feel like GWF and POM are overplayed, so I was wondering what people think the next best options are. Making a variant human, so taking a feat a level one. Not looking to optimize, just fun builds.
Example: Taking shield master, this allows my character to still make claw attacks while shoving the opponent prone with BA, plus getting the bonus to dex saves.
Skill Expert (Strength, Athletics) is a great choice if you're looking to make a shovebarian.
Expertise in Athletics also enhances the Beast Barb's jumping ability gained at 6th level.
Rollback Post to RevisionRollBack
Behind every successful Warlock, there's an angry mob.
The easier way to avoid that whole kurfuffle with two weapon fighting is be a Shifter with the Longtooth ability and then you can be a double werewolf that does three claws and a bite for extra beastial goodness.
The easier way to avoid that whole kurfuffle with two weapon fighting is be a Shifter with the Longtooth ability and then you can be a double werewolf that does three claws and a bite for extra beastial goodness.
Alas, you can't shift and rage on the same turn, so this will take until turn 2 to become active.
The easier way to avoid that whole kurfuffle with two weapon fighting is be a Shifter with the Longtooth ability and then you can be a double werewolf that does three claws and a bite for extra beastial goodness.
Alas, you can't shift and rage on the same turn, so this will take until turn 2 to become active.
With Monsters of the Multiverse the Longtooth Shifter got tweaked so they can make their bite attack as part of the same bonus action they use to shift, similar to Expeditious Retreat. So now it doesn't really take any longer to get online than dual wielding. It is limited to proficiency bonus number of times per long rest, but that is very similar to rages per long rest scaling.
So yeah, Longtooth Shifter I feel is now a better option than it was when this thread was last active. Of course the OP already said they were building a variant human and has hopefully been playing the character for some time now.
"OMG Utsu that's a dumb idea!! You can't cast spells when Raging!"
Well yes, of course. However you are not always Raging are you? Not every battle needs you to rage, and I don't see a Barbarian YELLING AT THE TREES as they travel. Also there are some spells that persist while raging if pre-casted.
Obviously we have Magic Initiate. Maybe sure up your range attacks with Fire bolt or cure wounds for out of combat healing. Of course the popular Find Familiar, Aid, minor illusions, or Green Flame blade are solid option.
Artificer Initiate is a good way to add spells, as well as a tool set proficiency. Maybe the Barbarian like to cook? Cooks tools, snare spell for trapping food, Prestidigitation to add a teriyaki flavor to the boar. (Note XGTE rules for meals and short rest with cooks tools) Think Chef Rush (IRL)
However my Favorite spellcasting feat is Aberrant Dragon Mark. (and yes you can have it outside of Eberron) +1 Con, sorcerer cantrip and spell which recharges on a short rest, + temp HP or damage based off of your Hitdice (D12 for the Barb) ++ a cool flaw for roleplaying awesomeness. ("Your mark whisper to you when stressed, 'Rage,RAGE, F'N RAGE!!!' )
That's true. I forgot the barbarian does not get a fighting style, so it would require a feat.
Yep. So back on the topic, you could take Fighting Initiate: Two Weapon Fighting as a feat on a Beast barbarian, RAW, and get 4 attacks. It's just clunky.
You'd have to start your rage (choosing claws) wielding two weapons (hand axes, in this example) and your first attack would have to be with your primary hand hand axe. Then you would either drop the axe or use an object interaction to stow it, and make two claw attacks. You need only make one attack with your claw to get an extra claw attack as part of your attack action. Since you also attacked with a weapon, you can then make an off-hand axe attack (on subsequent turns when you have your bonus action available). If you have FI:TWF you essentially make 4 full strength claw (1d6+STR mod+Rage slashing, mechanically the same) attacks, without breaking the RAW, from my reading of the rules. That's why I go ahead and count claws as wielded weapons for the purpose. It just keeps things simple.
And while yes, there might be times when you get disarmed and need to use your object interaction to pick up or draw your weapon, that so rarely happens as to not affect the balance question.
well, at least this shows it's possible without breaking rules! Hooray for dualwielder+two weapon fighting style!
Requires two feats plus a dumb, clumsy free action exploit that will not work round after round.
Round 1: Both weapons in hand. Ax attack, free-action stow it, claw, claw, bonus action Ax attack.
Round 2: One empty hand. You have to use your free action to draw it, which means you're stuck with two weapons in hand.
I'm not sure about the rules for outright dropping it. In real life this could easily damage the weapon, and certainly would if you kept doing it. You also need to next to be your weapon to pick it back up again. I'm not sure how the rules as written address this, or if they do. But either way, these shenanigans have began getting so stupid I just consider it not an option.
Actually round 2 would be:
Round 2: claw, claw, free-action draw it, Ax attack, bonus action Ax attack.
Honestly I find considering Natural Weapons as not being wielded weird. This is doubly true for Path of the Beast barbarians as their claws are also considered Simple Weapons. I feel like they should either be treated as Simple Weapons that you wield, or treated as Unarmed Strikes. However RAW they inhabit this weird state of being neither. The fact that there is a way to still get the 4 attacks RAW just demonstrates how weird a position the PotB claws are in.
If the concern is letting PotB Barbarians get 4 attacks a round would be overpowered I would suggest looking at the Path of the Zealot Barbarian. Their 3rd level feature Divine Fury lets them deal 1d6 + half their Barbarian level on the first hit of their turn. This is very similar to the 1d6+str+rage of the claws without requiring you to use one of your action attacks to use a 1d6 weapon. A variant human PotZ barb with 16 strength and the Polearm Master feat and a glaive at level 3 does 1d10 + 1d4 + 1d6 + 2*str + 2*rage + 1 damage for an average 22.5 damage across 2 attacks. A variant human PotB barb with 16 strength and the Dual Wielder feat and a longsword at level 3 does 1d8 + 2d6 + 2*str + 3*rage damage for an average 23.5 damage across 3 attacks. The PotB does one more damage on average with the advantage growing against targets with high AC due to the damage getting spread out across an additional attack.
However it gets worse for the PotB Barbarian from there. At level 5 they both get an extra weapon attack with the glaive the PotZ uses averaging 1 more damage than the longsword. Also the PotZ Divine fury continues to scale off of the Barbarian's level. The PotB Barbarian can use a feat or multiclass for the Two Weapon fighting style to keep up with the scaling of Divine Fury. But then the PotZ Barbarian can pick up Great Weapon Master or the Two-handed Weapon fighting style for the same cost and keep ahead. Also a minor but notable difference is that Divine Fury just needs one of 3 attacks to hit, where as the extra claw attack succeeds or fails on a single attack.
Now consider this scenario, PotB Barbarian with Polearm Master. Sure at 3rd level you are either making your glaive attacks or your claw attacks but at 5th level you can do this:
Round 1: Bonus action rage, glaive attack, free action let go of the glaive with one hand while still holding it in the other, claw, claw
Round 2: Claw, claw, free action hold the glaive with both hands again, glaive attack, bonus action polearm master attack
Round 3: Glaive attack, bonus action polearm master attack, free action let go of the glaive with one hand while still holding it in the other, claw, claw
Cycle between Round 2 and 3 until dead, you or the enemies. Here you can get 4 attacks while using a two handed weapon. Polearm Master is giving us the main benefits of Dual Wielder and the Two Weapon fighting style for one feat. The average of 1d10 + 1d4 is one less than 2d8 but you get to add your strength modifier twice. Before when trying to dual wield with the claws we had to use shenanigans with the free action to meet the "holding" qualifications of dual wielding. Now with the glaive we can use the fact that we aren't "holding" the claws to our advantage. Oh, and we can do all the usual glaive things like Great Weapon Master, Sentinel, etc while also having access to Infectious Fury.
One thing to note with the PotB glaive strategy is that depending on the DM you might not be able to hold the glaive in two hands again after letting go to make claw attacks in the same turn. This is what I have assumed above. A consequence of this is that while holding the glaive with one hand you would only be threatening with your claws and you wouldn't get the Polearm Master opportunity attack.
Correction, it requires a feat and a multiclass into fighter! That would be the simplest, non-intrusive way to go about it. A v.human comes online at lvl 6!
Two feats will get you there at level 5, and is still requires dumb, clunky mechanics of literally dropping your weapon.
fangeye,
"Actually round 2 would be:
Round 2: claw, claw, free-action draw it, Ax attack, bonus action Ax attack."
I wasn't accounting for having to rage in round 1 as a bonus action, but my point stands.
"Honestly I find considering Natural Weapons as not being wielded weird. This is doubly true for Path of the Beast barbarians as their claws are also considered Simple Weapons. I feel like they should either be treated as Simple Weapons that you wield, or treated as Unarmed Strikes. However RAW they inhabit this weird state of being neither. The fact that there is a way to still get the 4 attacks RAW just demonstrates how weird a position the PotB claws are in."
It goes even further than that. The rule for two-weapon fighting specifically states the weapon must be "held in your hand." I suspect they worded it this way to deliberately exclude unarmed strikes and racial natural weapons. IMO this was a bad decision. It unnecessarily removes player options. It's also unrealistic. You can "stab stab" with two daggers, but you can't give the old one-two punch? Still, RAW is RAW.
"Round 2: Claw, claw, free action hold the glaive with both hands again, glaive attack, bonus action polearm master attack"
This won't work. PAM requires *all* of your attacks are with the specified weapon to get your bonus action attack.
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon.
Yeah.. this is a pretty clunky way to get ONE extra attack per turn. You'd be better off taking the one level monk than to commit towards two feats that may or not come into play every turn.. even then, I do t know if a 1 level dip is worth it, let alone two feats.
GWM (and PAM) aren't just used because they're optimal. They're used because it's fun as hell to run around bopping things for 40+ damage a turn. Sure, you can go for other feats, you can always go with other feats, but I wouldn't limit yourself because you want to be different. What actually fits this character's personality and how they approach combat? Are they concerned with protecting others (sentinel)? Do they like to disrupt or disable their foes before striking(skill expert: athletics)? Do they go all out (GWM)? Finding that character fit is what matters.
I neglected to suggest: SHIELD MASTER
Very much underrated IF you're playing a Barbarian. A lot of points to make here.
Beast Barb claws gets 2 attacks at level 1-4, and 3 attacks after level 5. You are WAY out-damaging other sword (er...claw) board melee characters.
If you grow a tail instead, at level 5 you can attack, then grapple, then bonus action shove prone (with rage advantage on checks). The next round the character is being held prone and has disadvantage on all attacks, while you have advantage on yours.
Here is the Shield Master feat. See the points I make in red.
Shield Master
I'm not sure fangeye was understood. The full combat would go as follows:
Start with axe and a free hand
Round 1: Rage, Axe, Claw, Claw
Round 2: Claw, Claw, draw Axe, Axe, bonus Axe
Round 3: Axe, stow Axe, Claw, Claw, bonus Axe
Repeat 2 and 3. It is sustainable, but quite cheesy.
Actually looking into this more I have found a relevant Sage Advice that seems to imply this isn't possible. Here is a quote from the 2020 Sage Advice compendium: https://media.wizards.com/2020/dnd/downloads/SA-Compendium.pdf#page=13
The problem I have with this ruling is that it implies that you can't use two-weapon fighting with thrown weapons when the actual rule explicitly states that making ranged attacks with thrown melee weapons is allowed. This ruling states if you fight with two or more weapons as part of the Extra Attack feature you cannot benefit from two-weapon fighting. However a character with the thrown weapon fighting style is doing just that once they gain the Extra Attack feature.
However the main point of my post was that RAW or not allowing a Path of the Beast barbarian to dual wield with their claws is only exceptional at 3rd level, and even then only by 1 DPR at the most. After that there are RAW builds that do the same or better DPR.
As for the main topic of the thread most of my favorites have already been mentioned, Shield Master, Skill Expert, Tavern Brawler(Though not technically RAW since the claws aren't unarmed strikes or improvised weapons so talk to your DM). The claws are a great damage option if you plan on doing something else with your other hand like hold a shield or grapple an opponent. One feat I like that hasn't been mentioned though is Athlete.
I wouldn't say it is good but I think it does synergize well with the Path of the Beast jumping ability. +1 Strength is just nice, climbing no longer costs extra movement, standing up from prone for one 5 feet of movement is nice, and it lets you running jump for only 5 feet of movement instead of 10. With the Path of the Beast jumping ability it is actually pretty easy to jump your full movement, even vertically. This makes it almost as good as Path of the Totem Warrior's Eagle flight but earned at level 6 instead of level 14. Athlete lets you get more out of your jumps and reduces the opportunity cost of not going with Path of the Beast climbing. I see a lot of people say that Path of the Beast climbing gives you permanent Spider Climb but this is not true. Spider Climb specifically calls out that it allows you to climb while leaving your hands free but Path of the Beast climbing does not. So Athlete doesn't let you explicitly climb on ceilings but you effectively get a climb speed. As a barbarian, especially with expertise and rage, you will be really good at making those Athletics checks.
1st Step: Use you free action to hold your left wrist with your right hand.
2nd Step: Now that you're holding your weapon make a attack action.
3rd Step: Drop and grap your right fist with your left paw.
4th Step: Attack holding your second weapon.
Expertise in Athletics also enhances the Beast Barb's jumping ability gained at 6th level.
Behind every successful Warlock, there's an angry mob.
The easier way to avoid that whole kurfuffle with two weapon fighting is be a Shifter with the Longtooth ability and then you can be a double werewolf that does three claws and a bite for extra beastial goodness.
Alas, you can't shift and rage on the same turn, so this will take until turn 2 to become active.
With Monsters of the Multiverse the Longtooth Shifter got tweaked so they can make their bite attack as part of the same bonus action they use to shift, similar to Expeditious Retreat. So now it doesn't really take any longer to get online than dual wielding. It is limited to proficiency bonus number of times per long rest, but that is very similar to rages per long rest scaling.
So yeah, Longtooth Shifter I feel is now a better option than it was when this thread was last active. Of course the OP already said they were building a variant human and has hopefully been playing the character for some time now.
Yeah, hopefully they found a fun combination of feats. Would be cool of they updated us on what they chose and how they feel the character is to play!
Pick up a feat with some spell casting.
"OMG Utsu that's a dumb idea!! You can't cast spells when Raging!"
Well yes, of course. However you are not always Raging are you? Not every battle needs you to rage, and I don't see a Barbarian YELLING AT THE TREES as they travel. Also there are some spells that persist while raging if pre-casted.
Obviously we have Magic Initiate. Maybe sure up your range attacks with Fire bolt or cure wounds for out of combat healing. Of course the popular Find Familiar, Aid, minor illusions, or Green Flame blade are solid option.
Artificer Initiate is a good way to add spells, as well as a tool set proficiency. Maybe the Barbarian like to cook? Cooks tools, snare spell for trapping food, Prestidigitation to add a teriyaki flavor to the boar. (Note XGTE rules for meals and short rest with cooks tools) Think Chef Rush (IRL)
However my Favorite spellcasting feat is Aberrant Dragon Mark. (and yes you can have it outside of Eberron) +1 Con, sorcerer cantrip and spell which recharges on a short rest, + temp HP or damage based off of your Hitdice (D12 for the Barb) ++ a cool flaw for roleplaying awesomeness. ("Your mark whisper to you when stressed, 'Rage,RAGE, F'N RAGE!!!' )
Ayways. Just some ideas.