Hi! I have literally no idea if this is allowed here, I was wondering if I could get some opinions on these Barbarian homebrew subclasses I made? They're majorly inspired by Overwatch, the video game.
Man, you know you haven't played Overwatch in forever when people are making D&D subclasses out of characters you haven't even heard of...
Here's a few initial thoughts:
For Crystal Bones:
"Jagged Wall" says you can use it a number of times equal to your Constitution modifier, but doesn't indicate when those uses reset. Resetting them on a long rest seems appropriate.
"Downpour" describes an area-of-effect ability but doesn't say how big the area is or how far away from you it can be placed.
Downpour says that the number of times you can use it scales with Strength, while Jagged Wall's scales with Constitution. I think they should probably be based on the same ability modifier.
For Cheery Berserker:
"Primal Roar" may stop being useful at higher levels due to the amount of temporary hit points not scaling much and people having other ways to get more temporary hit points. You might consider increasing the size of the die rolled at higher levels, or adding additional d6s at higher levels.
"Overrun" says it uses a reaction, but it's not really reacting to anything. This seems like something that would be better activated as a bonus action.
"Regeneration in Revelry" is a modified version of a 14th level feature from the old Path of the Zealot subclass. Dropping it to level 10 and making it more powerful (i.e., making it so you regain 1 HP at the end of combat, which the Zealot version didn't do) may be a bit much? I'm not sure.
"Cage Fight" seems to have a 60-foot radius, which is really big. I think the vast majority of D&D combat encounters would take place entirely within an area that size, so to make it more useful you might want to cut it down to a 30-foot radius or even smaller.
Thank you very much for the input! Jagged Wall does reset on a long rest but I forgot to write that into the description, thank you for catching that - and ahh yeah, I need to put more information into Downpour as well!
With Jagged Wall (JW) and Downpour (DP) not being tied to the same modifier, I wasn't sure if I should have tied them to one or not, I thought being MAD might work for the Barb since it does rely on Str, Con, and Dex? more than willing to change it tho!
With Primal Roar, I considered making it more, but I wasn't sure if that was OP since it gave it to allies as well, and gave more = to constitution modifier?
With Overrun using a reaction, I considered that while using your movement speed You'd need to 'react' when you find the right area to activate overrun, I also figured giving Barbarians a reason to use their reaction would be cool instead of leaving it only for opportunity attacks
Yeah, Cage Fight does need to be changed - I was thinking a 30 or 15 foot radius tbh - maybe swapping regeneration in revelry and cage fight even, too!
thanks for the input! If there's any more, I'd love to hear it!
Regarding Primal Roar — the 2024 Player's Handbook has a new Barbarian subclass called "Path of the World Tree" that actually has a very similar feature that allows you to grant a nearby creature temp HP at the start of each of your turns (only while Raging).
This doesn't require an action of any kind, and there's no limit on the number of times you can do it, but it only works on one creature at a time and can't be used on yourself. To me those tradeoffs seem to make it roughly comparable to your version, which works on multiple creatures at once but requires a bonus action and can only be done a limited number of times.
The World Tree feature's temp HP is determined by rolling a number of d6s equal to your Rage Damage bonus (so 2d6 up to level 8, then 3d6 through level 15, then 4d6). That approach might work for yours too.
Hi! I have literally no idea if this is allowed here, I was wondering if I could get some opinions on these Barbarian homebrew subclasses I made? They're majorly inspired by Overwatch, the video game.
Path of the Crystal Bones (Inspired by Hazard): https://www.dndbeyond.com/subclasses/2315235-path-of-the-crystal-bones
Path of the Cheery Berserker (Inspired by Mauga): https://www.dndbeyond.com/subclasses/2271134-path-of-the-cheery-berserker
Man, you know you haven't played Overwatch in forever when people are making D&D subclasses out of characters you haven't even heard of...
Here's a few initial thoughts:
For Crystal Bones:
For Cheery Berserker:
Thank you very much for the input! Jagged Wall does reset on a long rest but I forgot to write that into the description, thank you for catching that - and ahh yeah, I need to put more information into Downpour as well!
With Jagged Wall (JW) and Downpour (DP) not being tied to the same modifier, I wasn't sure if I should have tied them to one or not, I thought being MAD might work for the Barb since it does rely on Str, Con, and Dex? more than willing to change it tho!
With Primal Roar, I considered making it more, but I wasn't sure if that was OP since it gave it to allies as well, and gave more = to constitution modifier?
With Overrun using a reaction, I considered that while using your movement speed You'd need to 'react' when you find the right area to activate overrun, I also figured giving Barbarians a reason to use their reaction would be cool instead of leaving it only for opportunity attacks
Yeah, Cage Fight does need to be changed - I was thinking a 30 or 15 foot radius tbh - maybe swapping regeneration in revelry and cage fight even, too!
thanks for the input! If there's any more, I'd love to hear it!
Regarding Primal Roar — the 2024 Player's Handbook has a new Barbarian subclass called "Path of the World Tree" that actually has a very similar feature that allows you to grant a nearby creature temp HP at the start of each of your turns (only while Raging).
This doesn't require an action of any kind, and there's no limit on the number of times you can do it, but it only works on one creature at a time and can't be used on yourself. To me those tradeoffs seem to make it roughly comparable to your version, which works on multiple creatures at once but requires a bonus action and can only be done a limited number of times.
The World Tree feature's temp HP is determined by rolling a number of d6s equal to your Rage Damage bonus (so 2d6 up to level 8, then 3d6 through level 15, then 4d6). That approach might work for yours too.
I hadn't considered Path of the World Tree!
That would be really cool, I think I'm going to use what you said
thank you very much!
Happy to help!