Hi everyone, just looking for some feedback on a totem barb/gloomstalker build I've been thinking about for Out of the Abyss.
The basic idea is that with aspect of the eagle and gloomstalker he would be able to see 90 ft normally in darkness yet be invisible to others and get some nice ambush ability, if I rage on the first round of combat my movement would be 70 ft that round and get an extra 1d8 dmg attack. Imagine a monster minding its business in the dark, when out of nowhere a raging barbarian suddenly appears moving at incredible speed and attacking 3 times with GWM!
I'd go half-orc with 16 str, 13 dex, 16 con, 8 int, 13 wis, and 9 cha. Probably go bear totem at 3, but would consider eagle or elk for some eventual crazy ambush movement. GWM at 4, eagle aspect at 6. Stay barb until 7 or probably 8 for an ASI. Level 8 ASI I'm thinking dex and wis but would be open to arguments that I should boost str. Then go ranger for 4 levels for the ASI taking defense fighting style and expertise in stealth. For spells I'd just take non combat spells like goodberry, jump, alarm or longstrider. Then finish up with barb levels.
Mostly want to make sure I'm not missing something and this build isn't possible or is g!mped in some way I'm not seeing. Or any suggestions for tweaks.
if I rage on the first round of combat my movement would be 70 ft that round and get an extra 1d8 dmg attack.
I think it might actually be 75 feet; Dread Ambusher gives you an extra 10 feet on your walking speed on the first round of a combat (bringing you to 50 feet) so adding half for Instinctive Pounce would make it 50 + 25 for a 75 foot charge?
Seems like it should be a lot of fun to play! You've not taken any concentration spells so shouldn't run afoul of Rage, and the only one you might want to combo for combat (Jump) can be cast in advance for a 54 foot jump (I think?) which is neat.
There's nothing that stands out to me as an issue, but take that with a pinch of salt as I recently missed that one of the characters in my party is incapable of speaking or comprehending any languages. 😂
Rollback Post to RevisionRollBack
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
To post a comment, please login or register a new account.
Hi everyone, just looking for some feedback on a totem barb/gloomstalker build I've been thinking about for Out of the Abyss.
The basic idea is that with aspect of the eagle and gloomstalker he would be able to see 90 ft normally in darkness yet be invisible to others and get some nice ambush ability, if I rage on the first round of combat my movement would be 70 ft that round and get an extra 1d8 dmg attack. Imagine a monster minding its business in the dark, when out of nowhere a raging barbarian suddenly appears moving at incredible speed and attacking 3 times with GWM!
I'd go half-orc with 16 str, 13 dex, 16 con, 8 int, 13 wis, and 9 cha. Probably go bear totem at 3, but would consider eagle or elk for some eventual crazy ambush movement. GWM at 4, eagle aspect at 6. Stay barb until 7 or probably 8 for an ASI. Level 8 ASI I'm thinking dex and wis but would be open to arguments that I should boost str. Then go ranger for 4 levels for the ASI taking defense fighting style and expertise in stealth. For spells I'd just take non combat spells like goodberry, jump, alarm or longstrider. Then finish up with barb levels.
Mostly want to make sure I'm not missing something and this build isn't possible or is g!mped in some way I'm not seeing. Or any suggestions for tweaks.
https://www.dndbeyond.com/profile/_Amunsol_/characters/58541439
I think it might actually be 75 feet; Dread Ambusher gives you an extra 10 feet on your walking speed on the first round of a combat (bringing you to 50 feet) so adding half for Instinctive Pounce would make it 50 + 25 for a 75 foot charge?
Seems like it should be a lot of fun to play! You've not taken any concentration spells so shouldn't run afoul of Rage, and the only one you might want to combo for combat (Jump) can be cast in advance for a 54 foot jump (I think?) which is neat.
There's nothing that stands out to me as an issue, but take that with a pinch of salt as I recently missed that one of the characters in my party is incapable of speaking or comprehending any languages. 😂
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.