I made a Yuan-Ti Malison Berserker Barbarian for my friend's new homebrew campaign. We started at lvl 5 but are now at lvl 6. I am using the same 5e Yuan-Ti Malison stat block and actions/reactions, along with everything that normally would come with a barbarian following the path of the berserker. For my ability score improvement at lvl 4 I chose the Alert feat.
So far it feels like this is going to be a very strong and very fun build. Having three attacks per turn (Malison does two attacks, plus the barb extra attack at lvl 5) without even starting my Rage/Frenzy is great. I'm having fun working the Malison's feats into combat, such as Slither Strike where other creatures can't take reactions on my turn. Our DM is counting opportunity to attack for this as well. Cherry on top, our DM is also letting me apply Serpent's Poison with my Bite attack and says that any enemy I bite has to make the poison's DC 11 Constitution saving throw on their turns.
I'm only pretty sure I have everything in place for this character but I wanted to see if you guys have any advice on how to run this build. Anything you'd like me to keep in mind like tips, suggestions, things you think I might not have thought of, or feedback for things you think I could be doing wrong, is greatly appreciated.
Without seeing a character sheet or the stat block I can’t really tell where I would take feats/asi’s. Having said that, Alert is kind of an odd choice when there are so many powerful builds that use feats such as Great Weapon Master or Pole-arm Master. I personally am stuck at level 4 between going GWM or raising my strength from 18 to 20 (rolled for stats).
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I made a Yuan-Ti Malison Berserker Barbarian for my friend's new homebrew campaign. We started at lvl 5 but are now at lvl 6. I am using the same 5e Yuan-Ti Malison stat block and actions/reactions, along with everything that normally would come with a barbarian following the path of the berserker. For my ability score improvement at lvl 4 I chose the Alert feat.
So far it feels like this is going to be a very strong and very fun build. Having three attacks per turn (Malison does two attacks, plus the barb extra attack at lvl 5) without even starting my Rage/Frenzy is great. I'm having fun working the Malison's feats into combat, such as Slither Strike where other creatures can't take reactions on my turn. Our DM is counting opportunity to attack for this as well. Cherry on top, our DM is also letting me apply Serpent's Poison with my Bite attack and says that any enemy I bite has to make the poison's DC 11 Constitution saving throw on their turns.
I'm only pretty sure I have everything in place for this character but I wanted to see if you guys have any advice on how to run this build. Anything you'd like me to keep in mind like tips, suggestions, things you think I might not have thought of, or feedback for things you think I could be doing wrong, is greatly appreciated.
Without seeing a character sheet or the stat block I can’t really tell where I would take feats/asi’s. Having said that, Alert is kind of an odd choice when there are so many powerful builds that use feats such as Great Weapon Master or Pole-arm Master. I personally am stuck at level 4 between going GWM or raising my strength from 18 to 20 (rolled for stats).