Hello everyone, I have created a new Barbarian class option, and was hoping to get some critique. The most basic ideas behind it are to create a Barbarian that can excel as both a leader and support for the party without neutering their ability to turn things into meaty chunks.
Path of the Wardancer
All Barbarians rely on raw strength, true grit, and toughing out their opponents and the environment to win the day, but there are Barbarians who bring more than raw strength and durability into battle, some have a ferocious presence brought to life through elaborate costumes, song, and ritualistic dancing that they incorporate the slaughter of their enemies into to bolster their allies, and cow their remaining foes.
Barbarians who throw themselves into the Wardance are often from tribes who glory in shocking displays of bloodlust, or revel in the adrenaline of combat, and cannot help but dance and celebrate with every victory, large or small. It is unwise to mistake this jubilance for childishness, as the Barbarians who dance and sing between their blows are often just as excited to share their passion with their critics.
Wardancers, through their forceful personality, also make exceptional leaders by boosting morale, and having a charming, if not frightening, influence over people.
Level 3
Note: Some of the Wardancer’s abilities require opposing creatures to make a saving throw against your Wardancer’s DC. Your Wardancer’s DC is: 8 + your Proficiency Bonus + your Charisma Modifier.
Wardancer’s Presence
Starting when you choose this path at level 3, you gain proficiency in Performance. You also gain proficiency in either Persuasion or Intimidation.
Wardancer’s Garb
Starting when you choose this path at level 3, you procure a set of Wardancer’s garb. Wardancer’s Garb is not considered armor, and is used purely for the Wardancer’s abilities. Wardancer’s Garb can consist a variety of things: large, brightly colored plumage, wooden or bone masks painted with tribal symbols, long strips of leather with rattling bone pieces, or even just elaborate body paint, though it is not uncommon to incorporate all of these things.
While wearing your Wardancer’s Garb, double your proficiency bonus for a Charisma (Performance) roll that involves a dance, chant, or some form of performance ritual from your native culture.
If you lose your Wardancer’s Garb, you can create a new set during a long rest with 50 gp worth of material.
Note: to use the following abilities, you must be wearing your Wardancer’s Garb.
Dance in the Red Rain
Starting when you choose this path at level 3, whenever you are raging and reduce a hostile creature’s hit points to 0, you may use your bonus action to celebrate your victory. If you do, you and any ally who can see or hear you within 30 feet can gain temporary hit points equal to half your level (rounded up) plus your Charisma Modifier (minimum 1).
You may use this ability once per Rage, and it recharges along with your Rages after a long rest.
At level 10, whenever you use this ability, all enemies that can see or hear you within 30 feet must make a Wisdom saving throw, or suffer disadvantage on the next attack roll they would make before the start of your next turn.
Level 6
Stir the Blood
Starting at level 6, you may make an uproarious performance that spurs your allies to action as a fight begins. As a reaction to rolling initiative, you can expend one of your Rages for the day to allow up to five of your allies within 30 feet of you to move up to half their speed (rounded up) and make a weapon attack. Using this reaction will place you at the bottom of the initiative order for the rest of combat as you spend that time singing and dancing.
Starting at level 14, allies that benefit from this ability also gain advantage to all ability checks and saves they make during their turn in the first round of combat.**
**A friend of mine who reviewed this content for me mentioned this needed to be very carefully words; I would appreciate a more analytical and clever mind to consider how this might be abused.
Level 10
Exalt the Hunter
Starting at level 10, while you are raging, when an ally that you can see within 30 feet of you reduces a hostile creature’s hit points to 0, you may use your reaction to celebrate their accomplishment and give them the craving for more. If you do, and the targeted ally can hear or see you, they may use their reaction to move up to half their movement speed and make a weapon attack or spell attack against against a creature they can see.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain expended uses on a short rest.
Level 14
Boon of the Warlord
Starting at level 14, while you are raging, you may use an action to enter a war dance that encourages your allies to fight with the same zeal that you do. Allies within 30 feet of you that can see and hear your performance gain advantage on the first attack roll they make during their next turn, and deal additional damage equal to your Rage Damage bonus with all attacks that they make until the start of your next turn.**
Every turn after you use this ability, you may use an action to activate this ability again; if you do not, this ability ends. It ends automatically if you fall unconscious or die, or your rage ends.
You do not need to make an attack to sustain your Rage while using this ability. You cannot use this ability again until after you’ve taken a long rest.
** The same friend of mine has pointed out that this ability may neuter the party's overall damage output by taking away two of the Barbarian's attacks.
While I love the idea of this subclass, I don't think it works practically. Yes this is as fantasy game, but one built with certain rules. One of those rules is that each turn is 6 seconds... If we break it down thats 2 seconds for action, 2 for movement/reaction, and 2 for bonus during each players turn. Now already this idea is stretched, but yours would have us believe that a party can be "Inspired" by a 1 second war dance... ... ... Can you see my problem? I would say that this would have more merit if you change the abilities to be a long duration type of thing.
First eliminate the stipulation that the rage will end if you don't make a melee attack if you at least are dancing. I didn't see that verbiage above and its kinda important.
Second make each war dance take an entire turn (excluding movement cause if your dancing, yeah you can do your movement) or at least a full action, not a bonus action or reaction unless it's operating like a counter spell/countercharm. Or further, make it operate like a concentration spell and last for a minute, or ten minutes, granting buffs appropriate for said time frame and level of acquisition, (Ex. Adv. On all saving throws, adv on a skill check, Death ward for one party member based on a die role, temp HP etc.)
Third, make it so the War dance is something that is effected by rage, not dependant on it. Having limited use per rage really only works if its in longer durations like my last suggestion, and not really at all if its only one use per rage. Especially if you prefer shorter time frame usages like an reaction or bonus action, then you have to allow for it to work every turn. Either create a number of uses, similar Sorcerer/Ki points, for the number of times it can be done that increase as you level, or eliminate the Use limits and nerf the effects a bit. But certainly separate it's use dependency being solely once per rage.
And that's it really, I'd suggest looking at tips for a "Bard/barian" build and take some inspiration from that, but really i'!m anxious to see your next version.
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Hello everyone, I have created a new Barbarian class option, and was hoping to get some critique. The most basic ideas behind it are to create a Barbarian that can excel as both a leader and support for the party without neutering their ability to turn things into meaty chunks.
Path of the Wardancer
All Barbarians rely on raw strength, true grit, and toughing out their opponents and the environment to win the day, but there are Barbarians who bring more than raw strength and durability into battle, some have a ferocious presence brought to life through elaborate costumes, song, and ritualistic dancing that they incorporate the slaughter of their enemies into to bolster their allies, and cow their remaining foes.
Barbarians who throw themselves into the Wardance are often from tribes who glory in shocking displays of bloodlust, or revel in the adrenaline of combat, and cannot help but dance and celebrate with every victory, large or small. It is unwise to mistake this jubilance for childishness, as the Barbarians who dance and sing between their blows are often just as excited to share their passion with their critics.
Wardancers, through their forceful personality, also make exceptional leaders by boosting morale, and having a charming, if not frightening, influence over people.
Level 3
Note: Some of the Wardancer’s abilities require opposing creatures to make a saving throw against your Wardancer’s DC. Your Wardancer’s DC is:
8 + your Proficiency Bonus + your Charisma Modifier.
Wardancer’s Presence
Starting when you choose this path at level 3, you gain proficiency in Performance. You also gain proficiency in either Persuasion or Intimidation.
Wardancer’s Garb
Starting when you choose this path at level 3, you procure a set of Wardancer’s garb. Wardancer’s Garb is not considered armor, and is used purely for the Wardancer’s abilities. Wardancer’s Garb can consist a variety of things: large, brightly colored plumage, wooden or bone masks painted with tribal symbols, long strips of leather with rattling bone pieces, or even just elaborate body paint, though it is not uncommon to incorporate all of these things.
While wearing your Wardancer’s Garb, double your proficiency bonus for a Charisma (Performance) roll that involves a dance, chant, or some form of performance ritual from your native culture.
If you lose your Wardancer’s Garb, you can create a new set during a long rest with 50 gp worth of material.
Note: to use the following abilities, you must be wearing your Wardancer’s Garb.
Dance in the Red Rain
Starting when you choose this path at level 3, whenever you are raging and reduce a hostile creature’s hit points to 0, you may use your bonus action to celebrate your victory. If you do, you and any ally who can see or hear you within 30 feet can gain temporary hit points equal to half your level (rounded up) plus your Charisma Modifier (minimum 1).
You may use this ability once per Rage, and it recharges along with your Rages after a long rest.
At level 10, whenever you use this ability, all enemies that can see or hear you within 30 feet must make a Wisdom saving throw, or suffer disadvantage on the next attack roll they would make before the start of your next turn.
Level 6
Stir the Blood
Starting at level 6, you may make an uproarious performance that spurs your allies to action as a fight begins. As a reaction to rolling initiative, you can expend one of your Rages for the day to allow up to five of your allies within 30 feet of you to move up to half their speed (rounded up) and make a weapon attack. Using this reaction will place you at the bottom of the initiative order for the rest of combat as you spend that time singing and dancing.
Starting at level 14, allies that benefit from this ability also gain advantage to all ability checks and saves they make during their turn in the first round of combat.**
**A friend of mine who reviewed this content for me mentioned this needed to be very carefully words; I would appreciate a more analytical and clever mind to consider how this might be abused.
Level 10
Exalt the Hunter
Starting at level 10, while you are raging, when an ally that you can see within 30 feet of you reduces a hostile creature’s hit points to 0, you may use your reaction to celebrate their accomplishment and give them the craving for more. If you do, and the targeted ally can hear or see you, they may use their reaction to move up to half their movement speed and make a weapon attack or spell attack against against a creature they can see.
You can use this ability a number of times equal to your Charisma modifier (minimum 1), and regain expended uses on a short rest.
Level 14
Boon of the Warlord
Starting at level 14, while you are raging, you may use an action to enter a war dance that encourages your allies to fight with the same zeal that you do. Allies within 30 feet of you that can see and hear your performance gain advantage on the first attack roll they make during their next turn, and deal additional damage equal to your Rage Damage bonus with all attacks that they make until the start of your next turn.**
Every turn after you use this ability, you may use an action to activate this ability again; if you do not, this ability ends. It ends automatically if you fall unconscious or die, or your rage ends.
You do not need to make an attack to sustain your Rage while using this ability. You cannot use this ability again until after you’ve taken a long rest.
** The same friend of mine has pointed out that this ability may neuter the party's overall damage output by taking away two of the Barbarian's attacks.
Maybe change the use of an action for Boon of the Warlord to a bonus action instead?
When you are this bad at everything, you must be... Casually Challenged.
I feel as though that might be too strong of an addition.
Perhaps the ability refreshes itself if an enemy creature dies before the start of your next turn, when it would otherwise end?
While I love the idea of this subclass, I don't think it works practically. Yes this is as fantasy game, but one built with certain rules. One of those rules is that each turn is 6 seconds... If we break it down thats 2 seconds for action, 2 for movement/reaction, and 2 for bonus during each players turn. Now already this idea is stretched, but yours would have us believe that a party can be "Inspired" by a 1 second war dance... ... ... Can you see my problem? I would say that this would have more merit if you change the abilities to be a long duration type of thing.
First eliminate the stipulation that the rage will end if you don't make a melee attack if you at least are dancing. I didn't see that verbiage above and its kinda important.
Second make each war dance take an entire turn (excluding movement cause if your dancing, yeah you can do your movement) or at least a full action, not a bonus action or reaction unless it's operating like a counter spell/countercharm. Or further, make it operate like a concentration spell and last for a minute, or ten minutes, granting buffs appropriate for said time frame and level of acquisition, (Ex. Adv. On all saving throws, adv on a skill check, Death ward for one party member based on a die role, temp HP etc.)
Third, make it so the War dance is something that is effected by rage, not dependant on it. Having limited use per rage really only works if its in longer durations like my last suggestion, and not really at all if its only one use per rage. Especially if you prefer shorter time frame usages like an reaction or bonus action, then you have to allow for it to work every turn. Either create a number of uses, similar Sorcerer/Ki points, for the number of times it can be done that increase as you level, or eliminate the Use limits and nerf the effects a bit. But certainly separate it's use dependency being solely once per rage.
And that's it really, I'd suggest looking at tips for a "Bard/barian" build and take some inspiration from that, but really i'!m anxious to see your next version.