I just started a campaign where I am playing a barbarian aiming for Path of the Beast and I haven't been able to come up with a satisfactory build.
The basic premise is he's a tiefling noble whose family claims distant but direct ties to Baphomet. At the age of 18, the eldest child of each generation manifests unusual and ultimately uncontrollable power from their bloodline. To manage this, they also inherit a special signet ring which dampens the power and allows them to gradually adapt to it over a few years. The ring has become ceremonial and its functional purpose forgotten over the years. My character had it stolen from him after only a few months. He's pursuing the thief with the intent of avenging the insult to his family without realizing his demonic power is now growing unchecked (which results in his rages/shifts/beast rages evolving more powerfully over time).
Details: Barbarian Wildhunt Shifter (flavored up to appear as a tiefling) Ability Scores: 16, 13, 16, 10, 12, 8 Starting at level 1, expected to end at level 8 but potential to continue afterward Fights with dual-wield claws while raging
Goals:
Support the roleplay/aesthetic outlined above as early/often as possible.
Maximize damage within these constraints, particularly while raging.
Willing to take a hit to "normal" damage in order to improve raging claws damage
Mainly, I'm going for a character who transforms in more drastic stages with an increasing damage output associated with the degree of change.
I've looked at a few options with my best so far being barb 3/fighter 5 (favoring Rune Knight for big demon fun, but also considered Champion for advantage crits, but the math seemed underwhelming and did nothing for the aesthetic) but I haven't found a particularly great fit.
What I like about it is: * Dual-wielding claws seems fun and savage * Wildhunt shifter gives a small amount of temp HP and counters the disadvantage from Reckless Attack from enemies within 30 ft. Plus, I get some additional "pseudo rages" to play with. * Fighter gives two-weapon fighting style, some burst potential with action surge (which I can choose to only use while fully transformed for dramatic effect), some healing with Second Wind, extra feat potential in the future, extra attack potential in the future
Not super pleased with: * putting off Extra Attack * the inherent competition between rage/shifts/transformations and offhand attacks for use of my bonus action
Any build experts out there who might be able to give me some suggestions on how to make this beast more beastly in the damage department?
One of the millions of backup characters that I make happens to be a Beast Barb Soulknife Rogue multi that might interest you. The build goes something like this:
Custom Lineage (STR half feat maybe Slasher)
STR 18 (15+3) DEX 14 CON 14 INT 10 WIS 10 CHA 8
First 6 levels (you can stop at 5 if you like I went 6 for the extra Rage and to have my claws deal magical damage) I go Beast Barb with the ASI going into STR to cap it at 20. Rest of the build goes into Soulknife Rogue.
The beauty of this build is you can just reflavor the Psychic Blades as demonic energy surrounding your claws that rends the sanity of your enemy. Also your bonus action attack gets your STR mod damage without needing any fancy fighting style. And since Sneak Attack damage increases with Rogue level your damage will keep increasing as your campaign progresses. Another cool thing is a lot of the Soulknife and Rogue features can be reflavored as abilities that you acquire from your demonic bond.
Also you get a fair amount of wriggle room in terms of feats as the build is complete stats wise from the ASI you gained at Barb 4. So all the ASIs from the Rogue levels you can use to customize your character in anyway you want.
This is interesting, thank you for laying it out like this.
Smart use of the starter feat and I like that this build is less ASI demanding overall. My current plan doesn't leave much room for feats.
Is the idea that you'd use psychic blades for "standard" battles then use beast claws during rage for important ones which would allow me to never have to resort back to mundane weapons?
I am admittedly a bit concerned that only 2 rages per day in my current plan limits the amount of time where I'm actually using claws and I hadn't considered them not being magical prior to level 6.
Unfortunately, the offhand attack can only be used when the main hand attack is done with psychic blade, so no claws with a blade offhand attack. Makes me wonder if I might come up with a plan where barbarian isn't necessary at all.
Unfortunately, the offhand attack can only be used when the main hand attack is done with psychic blade, so no claws with a blade offhand attack. Makes me wonder if I might come up with a plan where barbarian isn't necessary at all.
Oh you have misunderstood. Beast Barb and Soulknife is a match made in heaven because you DO get the offhand attack. When you Rage and use the Claws option you can still spawn the Psychic Blades because your clawed hands are empty. Basically from level 9 onwards your combats will go something like this: Round 1 - Rage, 2 claw attacks 1 Psychic Blade attack. Rounds 2+ - 2 claw attacks and 2 Psychic Blade attacks (if you use your Bonus Action to spawn the 2nd Blade).
Ah ha, I get it now. I wasn't thinking that Extra Attack can be a different weapon than the initial attack. So you end up with Attack (Claw) triggers a second main hand claw attack, Extra Attack (Psychic Blade) triggers a bonus action attack with a smaller psychic blade in the offhand, which is not typical dual-wielding but its own special case where you still get your ability modifier to damage (I think?).
The key to maximizing damage here, as I understand it, is to get as many attacks in as possible and leverage the flat, per hit damage bonuses from rage and/or ability damage modifiers.
1d6+5(Str)+3(Rage) = 11.5 avg. 1d6+5(Str)+3(Rage) = 11.5 avg. 1d6+5(Str)+3(Rage) = 11.5 avg. 1d4+5(Str)+3(Rage) = 10.5 avg. 45 total per round, give or take depending on enemy AC but advantage from Reckless Attack will make that generally favorable.
We may not ever make it to level 9, but this can ramp up starting fairly early. Second claw attack at level 3, third claw at level 5, then claw/claw/blade/blade potentially at 8. I like it! Thank you!
I love the character concept and Path of the a Beast is my favorite Barbarian subclass.
To start with I would recommend asking your DM two questions. First, can you dual wield with the PotB Claws? Second, do the PotB Claws count as Unarmed Strikes? The RAW answer to both of these is 'No' but if your DM is okay with one or both it opens up even more build options.
If you want Rage and Claws to be a focus for your character I would suggest starting Barbarian and sticking with it until 5 or 6. PotB Claws are very strong at character level 3 and this way you don't delay your first ASI and Extra Attack. Level 6 for counting as magical damage is nice but might not be necessary if your DM gives you something like an Insignia of Claws or a similar homebrew item. I really like the movement options PotB gets at level 6 and the 4th Rage per long rest is what I feel makes level 6 worth it. But if level 8 is a hard cap for you then you might want to jump to another class at level 5.
The strength of PotB Claws is that it can be built to do very good damage without using GWM or PAM. The downside is you need to find some other way to attack with your bonus action. But once that is sorted you have a free hand to either wear a shield, grapple an opponent, etc. In fact grapple + shove is a good way to get advantage on your attacks without using reckless attacks.
As for how to weaponize your bonus action there are several ways to do this. There is Longtooth Shifter, Monk Martial Arts and Flurry of Blows, Two-Weapon Fighting (RAW this requires Extra Attack and juggling handaxes), Psychic Blades as ThelonelyMagi mentioned, Lizardfolk, and probably others I am forgetting.
Finally I know Fighter Battlemaster gets recommended a lot but that is because it has a lot of tools that don't clutter your action economy and give bonus damage. You could flavor your maneuvers as flares of uncontrolled demonic magic.
If you want Rage and Claws to be a focus for your character I would suggest starting Barbarian and sticking with it until 5 or 6. PotB Claws are very strong at character level 3 and this way you don't delay your first ASI and Extra Attack. Level 6 for counting as magical damage is nice but might not be necessary if your DM gives you something like an Eldritch Claw Tattoo or a similar homebrew item.
I think you'd need Insignia of Claws. Eldritch Claw Tattoo only makes unarmed strikes magical and Beastbarian's beast weapons are classified as natural weapons that count as simple weapons.
Since you really seem invested in going Beast, maybe you could bump up your wis to 13 and dip to Druid for just enough levels to get a wildshape going... Spells won't be your combat focus, so you can just use them for support and out of combat. Just climb high enough to get a good multi-attack beast or a panther for the pounce. If you take it to 3rd level, you could go Shepherd or Bear Totem for a little extra cheese.
The trouble with an unarmed character is that you're cutting off half of the magic items that you could use. Barbarians can barely use stuff anyway -- mostly just armor and weapons, and you can't even use the heavy armor well.
The trouble with an unarmed character is that you're cutting off half of the magic items that you could use. Barbarians can barely use stuff anyway -- mostly just armor and weapons, and you can't even use the heavy armor well.
There's a number of items an unarmed Barbarian can use. Ring of Regen, Periapt of Wound Closure, Belt of Giant Strength, Belt of Dwarvenkind, some of the tattoos, flight items... Really, any of the items that increase survivability or mobility work great on Barbarians of any kind, and unarmed ones can focus on that instead of weapons and armor. It also can open them up to wanting more fun utility items that few players ever go for because they need better weapons and armor -- helping address one of the major complaints people have about Barbarians (lack of utility).
Also re-skinning a magic weapon as a tattoo/ring/whatever works is trivial. So if you are worried about magic items and planning to play a character that focuses on unarmed strike and/or natural weapons just talk to your DM.
Little late on this, looking for inspiration for myself. Currently playing a Wild Hunt Shifter, started 2 levels of Rogue, 5 levels of Beast Barbarian with Tail and back to rogue with Arcane Trickster as the Subclass.
Started Point Buy with racials S 17, D 14, Con 16, Wis 10 and dump Int and Cha at 8 each. First ASI took Piercer Feat to bump Str to 18, second took Resilient Wis so have proficiency in Dex Wis and Int saves.
Breastplate and shield with either a rapier or a short sword for finesse property for sneak attack using strength instead of Dex, reckless attack when shifted for guaranteed sneak attack with Booming Blade on a hit every round with just shifting resource expended. In rage the tail is also a finesse weapon for sneak attack with reach and the Piercer Feat and reaction +1d8 bonus AC and out of Rage Booming Blade attack and Shield Spell reaction.
Rogue is amazing to RP, thinking taking Barb to 8 and Rogue to 12 end game with ASIs to get Con and Dex to 18 each, drop the armor, keep the shield. 20 AC resting with no magic, magic items or rage effects, sneak attack EVERY hit , evasion, Cunning Action, Instinctive Pounce.... and TONS of skills and expertise out of combat.
The combination is fantastic for how they compliment each other as well as when you DO rage and shift at the same time... game over, you win every 1-minute game of attrition 😎💪😁
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I just started a campaign where I am playing a barbarian aiming for Path of the Beast and I haven't been able to come up with a satisfactory build.
The basic premise is he's a tiefling noble whose family claims distant but direct ties to Baphomet. At the age of 18, the eldest child of each generation manifests unusual and ultimately uncontrollable power from their bloodline. To manage this, they also inherit a special signet ring which dampens the power and allows them to gradually adapt to it over a few years. The ring has become ceremonial and its functional purpose forgotten over the years. My character had it stolen from him after only a few months. He's pursuing the thief with the intent of avenging the insult to his family without realizing his demonic power is now growing unchecked (which results in his rages/shifts/beast rages evolving more powerfully over time).
Details:
Barbarian
Wildhunt Shifter (flavored up to appear as a tiefling)
Ability Scores: 16, 13, 16, 10, 12, 8
Starting at level 1, expected to end at level 8 but potential to continue afterward
Fights with dual-wield claws while raging
Goals:
Mainly, I'm going for a character who transforms in more drastic stages with an increasing damage output associated with the degree of change.
I've looked at a few options with my best so far being barb 3/fighter 5 (favoring Rune Knight for big demon fun, but also considered Champion for advantage crits, but the math seemed underwhelming and did nothing for the aesthetic) but I haven't found a particularly great fit.
What I like about it is:
* Dual-wielding claws seems fun and savage
* Wildhunt shifter gives a small amount of temp HP and counters the disadvantage from Reckless Attack from enemies within 30 ft. Plus, I get some additional "pseudo rages" to play with.
* Fighter gives two-weapon fighting style, some burst potential with action surge (which I can choose to only use while fully transformed for dramatic effect), some healing with Second Wind, extra feat potential in the future, extra attack potential in the future
Not super pleased with:
* putting off Extra Attack
* the inherent competition between rage/shifts/transformations and offhand attacks for use of my bonus action
Any build experts out there who might be able to give me some suggestions on how to make this beast more beastly in the damage department?
One of the millions of backup characters that I make happens to be a Beast Barb Soulknife Rogue multi that might interest you. The build goes something like this:
Custom Lineage (STR half feat maybe Slasher)
STR 18 (15+3)
DEX 14
CON 14
INT 10
WIS 10
CHA 8
First 6 levels (you can stop at 5 if you like I went 6 for the extra Rage and to have my claws deal magical damage) I go Beast Barb with the ASI going into STR to cap it at 20. Rest of the build goes into Soulknife Rogue.
The beauty of this build is you can just reflavor the Psychic Blades as demonic energy surrounding your claws that rends the sanity of your enemy. Also your bonus action attack gets your STR mod damage without needing any fancy fighting style. And since Sneak Attack damage increases with Rogue level your damage will keep increasing as your campaign progresses. Another cool thing is a lot of the Soulknife and Rogue features can be reflavored as abilities that you acquire from your demonic bond.
Also you get a fair amount of wriggle room in terms of feats as the build is complete stats wise from the ASI you gained at Barb 4. So all the ASIs from the Rogue levels you can use to customize your character in anyway you want.
Hope this helps a little.
This is interesting, thank you for laying it out like this.
Smart use of the starter feat and I like that this build is less ASI demanding overall. My current plan doesn't leave much room for feats.
Is the idea that you'd use psychic blades for "standard" battles then use beast claws during rage for important ones which would allow me to never have to resort back to mundane weapons?
I am admittedly a bit concerned that only 2 rages per day in my current plan limits the amount of time where I'm actually using claws and I hadn't considered them not being magical prior to level 6.
Unfortunately, the offhand attack can only be used when the main hand attack is done with psychic blade, so no claws with a blade offhand attack. Makes me wonder if I might come up with a plan where barbarian isn't necessary at all.
Oh you have misunderstood. Beast Barb and Soulknife is a match made in heaven because you DO get the offhand attack. When you Rage and use the Claws option you can still spawn the Psychic Blades because your clawed hands are empty. Basically from level 9 onwards your combats will go something like this: Round 1 - Rage, 2 claw attacks 1 Psychic Blade attack. Rounds 2+ - 2 claw attacks and 2 Psychic Blade attacks (if you use your Bonus Action to spawn the 2nd Blade).
Ah ha, I get it now. I wasn't thinking that Extra Attack can be a different weapon than the initial attack.
So you end up with Attack (Claw) triggers a second main hand claw attack, Extra Attack (Psychic Blade) triggers a bonus action attack with a smaller psychic blade in the offhand, which is not typical dual-wielding but its own special case where you still get your ability modifier to damage (I think?).
The key to maximizing damage here, as I understand it, is to get as many attacks in as possible and leverage the flat, per hit damage bonuses from rage and/or ability damage modifiers.
1d6+5(Str)+3(Rage) = 11.5 avg.
1d6+5(Str)+3(Rage) = 11.5 avg.
1d6+5(Str)+3(Rage) = 11.5 avg.
1d4+5(Str)+3(Rage) = 10.5 avg.
45 total per round, give or take depending on enemy AC but advantage from Reckless Attack will make that generally favorable.
We may not ever make it to level 9, but this can ramp up starting fairly early. Second claw attack at level 3, third claw at level 5, then claw/claw/blade/blade potentially at 8.
I like it! Thank you!
I love the character concept and Path of the a Beast is my favorite Barbarian subclass.
To start with I would recommend asking your DM two questions. First, can you dual wield with the PotB Claws? Second, do the PotB Claws count as Unarmed Strikes? The RAW answer to both of these is 'No' but if your DM is okay with one or both it opens up even more build options.
If you want Rage and Claws to be a focus for your character I would suggest starting Barbarian and sticking with it until 5 or 6. PotB Claws are very strong at character level 3 and this way you don't delay your first ASI and Extra Attack. Level 6 for counting as magical damage is nice but might not be necessary if your DM gives you something like an Insignia of Claws or a similar homebrew item. I really like the movement options PotB gets at level 6 and the 4th Rage per long rest is what I feel makes level 6 worth it. But if level 8 is a hard cap for you then you might want to jump to another class at level 5.
The strength of PotB Claws is that it can be built to do very good damage without using GWM or PAM. The downside is you need to find some other way to attack with your bonus action. But once that is sorted you have a free hand to either wear a shield, grapple an opponent, etc. In fact grapple + shove is a good way to get advantage on your attacks without using reckless attacks.
As for how to weaponize your bonus action there are several ways to do this. There is Longtooth Shifter, Monk Martial Arts and Flurry of Blows, Two-Weapon Fighting (RAW this requires Extra Attack and juggling handaxes), Psychic Blades as ThelonelyMagi mentioned, Lizardfolk, and probably others I am forgetting.
Finally I know Fighter Battlemaster gets recommended a lot but that is because it has a lot of tools that don't clutter your action economy and give bonus damage. You could flavor your maneuvers as flares of uncontrolled demonic magic.
Edit: Fixed magic item reference, thanks Hamsterkill!
I think you'd need Insignia of Claws. Eldritch Claw Tattoo only makes unarmed strikes magical and Beastbarian's beast weapons are classified as natural weapons that count as simple weapons.
Since you really seem invested in going Beast, maybe you could bump up your wis to 13 and dip to Druid for just enough levels to get a wildshape going... Spells won't be your combat focus, so you can just use them for support and out of combat. Just climb high enough to get a good multi-attack beast or a panther for the pounce. If you take it to 3rd level, you could go Shepherd or Bear Totem for a little extra cheese.
The trouble with an unarmed character is that you're cutting off half of the magic items that you could use. Barbarians can barely use stuff anyway -- mostly just armor and weapons, and you can't even use the heavy armor well.
There's a number of items an unarmed Barbarian can use. Ring of Regen, Periapt of Wound Closure, Belt of Giant Strength, Belt of Dwarvenkind, some of the tattoos, flight items... Really, any of the items that increase survivability or mobility work great on Barbarians of any kind, and unarmed ones can focus on that instead of weapons and armor. It also can open them up to wanting more fun utility items that few players ever go for because they need better weapons and armor -- helping address one of the major complaints people have about Barbarians (lack of utility).
Also re-skinning a magic weapon as a tattoo/ring/whatever works is trivial. So if you are worried about magic items and planning to play a character that focuses on unarmed strike and/or natural weapons just talk to your DM.
Little late on this, looking for inspiration for myself. Currently playing a Wild Hunt Shifter, started 2 levels of Rogue, 5 levels of Beast Barbarian with Tail and back to rogue with Arcane Trickster as the Subclass.
Started Point Buy with racials S 17, D 14, Con 16, Wis 10 and dump Int and Cha at 8 each. First ASI took Piercer Feat to bump Str to 18, second took Resilient Wis so have proficiency in Dex Wis and Int saves.
Breastplate and shield with either a rapier or a short sword for finesse property for sneak attack using strength instead of Dex, reckless attack when shifted for guaranteed sneak attack with Booming Blade on a hit every round with just shifting resource expended. In rage the tail is also a finesse weapon for sneak attack with reach and the Piercer Feat and reaction +1d8 bonus AC and out of Rage Booming Blade attack and Shield Spell reaction.
Rogue is amazing to RP, thinking taking Barb to 8 and Rogue to 12 end game with ASIs to get Con and Dex to 18 each, drop the armor, keep the shield. 20 AC resting with no magic, magic items or rage effects, sneak attack EVERY hit , evasion, Cunning Action, Instinctive Pounce.... and TONS of skills and expertise out of combat.
The combination is fantastic for how they compliment each other as well as when you DO rage and shift at the same time... game over, you win every 1-minute game of attrition 😎💪😁