Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Something interesting I've found that makes a Dwarven Battlerager Barbarian/Warlock(Pact of the Chain) multiclass an absolute monster to put down is the eldritch invocation Gift of the Ever-Living Ones. As long as your familiar is within 100ft, any healing you receive that uses a dice roll treats the dice as rolling the maximum result. So if you take the feat Dwarven Fortitude, you'll be able to dodge and heal 12+conMod, and still punch someones face with your bonus action to keep rage active. Coupled with the damage reduction of rage, you'll be basically gaining an effective 24+ hp.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
And if you wanted to maximize healing (and be terribly mediocre at everything else) you could get levels in monk and fighter as well. Monk lets you bonus action dodge, and fighter action surge lets you dodge again. All together you'll be able to dodge 3 times in a single round, and heal yourself for a total of 36+3xconMod, so around 45 to 51 total health.
Getting really cheesy (and using a magic item so this is more a fun what if scenario) called the Periapt of Wound Closure, you can double the amount healed by hit dice. So your three dodge actions would allow you to heal a total of 72+6xconMod. With 20 con you would be able to heal a grand total of 102 hp on your turn.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Wouldn't the Dragon Hide feat enhance a dragonborn barbarian's Unarmored Defense feature rather than replace it? Am I missing something somewhere? I get that it might not be worth an ASI compared to other options, but I was just curious.
After level 5 is a good point. You could even go as early as level 2 or 3 if you don’t mind delaying Extra Attack, especially if it’s just for a 1 or 2 level dip.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I think you should mention the fact that a 1 level dip into the Rogue class gets you Expertise (Athletics). Combined with the advantage to Athletics checks which you get from Rage, you are now the king of all grapplers. This opens up so many tactics to you. Grapple an opponent, drag them to the edge of a cliff and drop them. Grapple an opponent, knock them prone with the Shove action, and now they can never get up because doing so requires a half move and their speed is zero. They now have disadvantage on all attack rolls, and you can just jab them repeatedly with your spare shortsword named Pigsticker, getting advantage and sneak attack without having to use Reckless Attack.
Tired of having your opponents laugh at you because you dumped Charisma and your Intimidation mod is crap? Tired of having to call in your halfling buddy with the jester outfit every time the group wants to intimidate a prisoner because, with your low Intimidation score, you're about as menacing as a school girl? Your problems are easily solved! With just a 1 level dip into Rogue for Expertise (Intimidation), suddenly every one is crossing the street when they see you coming. Command the respect you deserve!
All in all, Rogue is a fantastic dip for Barbarians. I think that you are perhaps underrating it.
"Sentinel: Very good, especially as a Bear Totem Warrior, or Ancestral Protector barbarian. This is one of the best tanking feats in the game, along with Shield Master and Tough."
I don't know if I would like to take it on my Ancestral Protector Barbarian, as the marked foe doesn't want to attack a different target from you. I also feel that the Spirit Shield ability is competing for the Reaction slot but it is not as important, as one is further away and Sentinel gives you more Melee Reaction and improves the opportunity attack greatly.
I would call it a great crowd control feature, as it allows you to negate Disengage from one foe (if you hit the opportunity attack) and it attracts more aggro to you.
Appreciate it! Glad to hear it was helpful.
The rogue one's in progress, but it might be a while. I've been pretty busy lately.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Something interesting I've found that makes a Dwarven Battlerager Barbarian/Warlock(Pact of the Chain) multiclass an absolute monster to put down is the eldritch invocation Gift of the Ever-Living Ones. As long as your familiar is within 100ft, any healing you receive that uses a dice roll treats the dice as rolling the maximum result. So if you take the feat Dwarven Fortitude, you'll be able to dodge and heal 12+conMod, and still punch someones face with your bonus action to keep rage active. Coupled with the damage reduction of rage, you'll be basically gaining an effective 24+ hp.
Ah, hadn’t thought about that. You could also combine that with Durable for even more effect, if you had the ASIs.
Thanks for the idea!
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
And if you wanted to maximize healing (and be terribly mediocre at everything else) you could get levels in monk and fighter as well. Monk lets you bonus action dodge, and fighter action surge lets you dodge again. All together you'll be able to dodge 3 times in a single round, and heal yourself for a total of 36+3xconMod, so around 45 to 51 total health.
Getting really cheesy (and using a magic item so this is more a fun what if scenario) called the Periapt of Wound Closure, you can double the amount healed by hit dice. So your three dodge actions would allow you to heal a total of 72+6xconMod. With 20 con you would be able to heal a grand total of 102 hp on your turn.
Yep! Although I realized Durable would be redundant, since it does the same thing as Gift of the Ever-Living ones.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Wouldn't the Dragon Hide feat enhance a dragonborn barbarian's Unarmored Defense feature rather than replace it? Am I missing something somewhere? I get that it might not be worth an ASI compared to other options, but I was just curious.
Only one way to calculate AC. You would either have 10+Con+Dex, or AC 13+Dex. You tell me which is superior. (1st one)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Ah. I assumed that the feat simply made 13 the unarmored base AC instead of 10, with Dex + Con (or + Wis for monks) on top of that.
At what levels is it best to start multi classing? Im a level 4 barbarian so i guess i want to get extra attack first. Is there a point when its best?
After level 5 is a good point. You could even go as early as level 2 or 3 if you don’t mind delaying Extra Attack, especially if it’s just for a 1 or 2 level dip.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
I think you should mention the fact that a 1 level dip into the Rogue class gets you Expertise (Athletics). Combined with the advantage to Athletics checks which you get from Rage, you are now the king of all grapplers. This opens up so many tactics to you. Grapple an opponent, drag them to the edge of a cliff and drop them. Grapple an opponent, knock them prone with the Shove action, and now they can never get up because doing so requires a half move and their speed is zero. They now have disadvantage on all attack rolls, and you can just jab them repeatedly with your spare shortsword named Pigsticker, getting advantage and sneak attack without having to use Reckless Attack.
Tired of having your opponents laugh at you because you dumped Charisma and your Intimidation mod is crap? Tired of having to call in your halfling buddy with the jester outfit every time the group wants to intimidate a prisoner because, with your low Intimidation score, you're about as menacing as a school girl? Your problems are easily solved! With just a 1 level dip into Rogue for Expertise (Intimidation), suddenly every one is crossing the street when they see you coming. Command the respect you deserve!
All in all, Rogue is a fantastic dip for Barbarians. I think that you are perhaps underrating it.
"Sentinel: Very good, especially as a Bear Totem Warrior, or Ancestral Protector barbarian. This is one of the best tanking feats in the game, along with Shield Master and Tough."
I don't know if I would like to take it on my Ancestral Protector Barbarian, as the marked foe doesn't want to attack a different target from you.
I also feel that the Spirit Shield ability is competing for the Reaction slot but it is not as important, as one is further away and Sentinel gives you more Melee Reaction and improves the opportunity attack greatly.
I would call it a great crowd control feature, as it allows you to negate Disengage from one foe (if you hit the opportunity attack) and it attracts more aggro to you.
maybe you picked up a feat that let you do that.