Once per short rest you can shift, gaining your level + Con mod temporary hit points. ALSO, the Whildhunt feature.....
Shifting Feature
While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.
I'm not saying magic resistance is bad, but I've been building some characters at level 17 for a game and am realizing that when you have a +1 wisdom save and the DC is 19, advantage isn't going to result in you succeeding all that often. Certainly your chances are better, but it's not as big of an advantage that I thought at first. Of course at low levels where DCs are ~12 this is much better. Just something to think about as it's really easy to just picture magic resistance as The Ultimate Solution To Barbarians Problems.
I'm not saying magic resistance is bad, but I've been building some characters at level 17 for a game and am realizing that when you have a +1 wisdom save and the DC is 19, advantage isn't going to result in you succeeding all that often. Certainly your chances are better, but it's not as big of an advantage that I thought at first. Of course at low levels where DCs are ~12 this is much better. Just something to think about as it's really easy to just picture magic resistance as The Ultimate Solution To Barbarians Problems.
It increases your chance from 15% to 27.75%. Yeah, you're still more likely to fail the save. But the vast majority of games are never played at that level. Also if you have to do a Str or Con save, advantage does make a huge difference, even at the highest levels.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
They have some neat utility traits, resistance to poison, and +1 armor. It's a solid choice, but IMO it's not among the best for a barbarian.
IMO the Warforged works best with a plate & shield fighter or paladin. There's a warforged paladin in my game who took the defensive fighting style. He found plate mail and he now has 22 AC, and we're only level 3. Nothing freaking hits that guy!
IMO the Warforged works best with a plate & shield fighter or paladin. There's a warforged paladin in my game who took the defensive fighting style. He found plate mail and he now has 22 AC, and we're only level 3. Nothing freaking hits that guy!
The best race for barbarian is any that qualify for large
Goliath loxodon centaur and FeralMinotaur, now if consider half races
anything half goliath minotaur, half centaur, half giant, half oni, half annis hag, & half steel dragon,... the point is being considered 1 size larger ALWAYS GET ENLARGE ALWAYS 3 lvs in rune knight GET GIANTS MIGHT
Now all become large and one size bigger makes YOU HUGE
going large doubles damage from mid & going huge doubles large damage
HUGE = you hit 4x harder with all melee and weapons (not sure magic does i think not)
Wait, where is it written that going up a size doubles damage? Spells like Enlarge call out an increase of +1d4 damage. Giant's might calls for +1d6 additional damage per turn. If increasing in size automatically doubled all damage, I don't think those spells/abilities would add additional damage on top of that.
I think you might be confusing damage with carry capacity, which going up in size does double.
I think you are confusing creating a monster with creating a player. Regardless of which race you choose the largest size you can be is medium. There is a player ability called powerful build which has no factor in combat.
The rune knight changes your size to large. Regardless of what you were. This is just to indicate how much space you take up.
As a balance for player-characters (and as Dragon mentions), there are limitations put in place that keep things balanced. Whether or not a DM allows such a thing is up to that particular DM.
Any weapon that you are not proficient with you have disadvantage or negative attributes. There is no such weapon as "Boulder" in the list of weapons or tools allotted to players; therefor they are improvised weapons. There is no "Huge" size allotted to players outside of specific, DM-orchestrated narratives (apparently Rune Knight does allow this). Other creatures can be made larger but all Player-character choices are Medium in size.
When you are made "Large" by the very specific spell "Enlarge", It gives you all of the details that you would/should carry over.
Specifically: Enlarge/Reduce
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
What you are referring to is Powerful Build; which is very specific.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <definitely useful and comes in handy, but it states nothing on bonus damage nor on being proficient with any monster-based weaponry.
edit: thank you Dragon for the clarification on Rune Knight size modification.
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
As a balance for player-characters (and as Dragon mentions), there are limitations put in place that keep things balanced. Whether or not a DM allows such a thing is up to that particular DM.
Any weapon that you are not proficient with you have disadvantage or negative attributes. There is no such weapon as "Boulder" in the list of weapons or tools allotted to players; therefor they are improvised weapons. There is no "Huge" size allotted to players outside of specific, DM-orchestrated narratives. Other creatures can be made larger but all Player-character choices are Medium in size.
When you are made "Large" by the very specific spell "Enlarge", It gives you all of the details that you would/should carry over.
Specifically: Enlarge/Reduce
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
What you are referring to is Powerful Build; which is very specific.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <definitely useful and comes in handy, but it states nothing on bonus damage nor on being proficient with any monster-based weaponry.
Now before he brings it up. The rune knight does make your size huge BUT it does not say you gain the benefit from being that size. The only extra thing it gives you is the increased reach.
If you read the table in the DMG it does state that a huge creature would have a 10ft reach. Therefore, we can conclude that since the rune knight states you have the reach then the table in the DMG does not apply to this ability. The same can be said about the enlarge spell.since it gives additional abilities along with the bigger size, the table does not apply.
Conclusion, a player being large or huge does not gain the benefits from the size table.
Yeah, that was discussed starting in post 20.
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Given the flexible ability scores, mechanically I think it's hard to argue with these being the top 3
#1: Yuan-Ti Pureblood: magic resistance, poison immunity
#2: Satyr: magic resistence
#3: Shifter Wildhunt: temporary hitpoints + can't be attacked with advantage & advantage on Wis saves (for 1 minute): once per short rest.
I'm not saying magic resistance is bad, but I've been building some characters at level 17 for a game and am realizing that when you have a +1 wisdom save and the DC is 19, advantage isn't going to result in you succeeding all that often. Certainly your chances are better, but it's not as big of an advantage that I thought at first. Of course at low levels where DCs are ~12 this is much better. Just something to think about as it's really easy to just picture magic resistance as The Ultimate Solution To Barbarians Problems.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
It increases your chance from 15% to 27.75%. Yeah, you're still more likely to fail the save. But the vast majority of games are never played at that level. Also if you have to do a Str or Con save, advantage does make a huge difference, even at the highest levels.
noone care about warforged :( sigh :(
I think will be great race for Barbarians.... :(
I hate terminators in my fantasy games.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Sure as fantasy setting warforged are a bit weird, but talking just about stats they are really great as brabrarians
I like goliaths because they are big.
They have some neat utility traits, resistance to poison, and +1 armor. It's a solid choice, but IMO it's not among the best for a barbarian.
IMO the Warforged works best with a plate & shield fighter or paladin. There's a warforged paladin in my game who took the defensive fighting style. He found plate mail and he now has 22 AC, and we're only level 3. Nothing freaking hits that guy!
Except saving throws and cook 'n book
Wait, where is it written that going up a size doubles damage? Spells like Enlarge call out an increase of +1d4 damage. Giant's might calls for +1d6 additional damage per turn. If increasing in size automatically doubled all damage, I don't think those spells/abilities would add additional damage on top of that.
I think you might be confusing damage with carry capacity, which going up in size does double.
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He's also confusing barbarian with multiclass
https://www.dndbeyond.com/subraces/137390-weretouched-beasthide
https://www.dndbeyond.com/subraces/137424-weretouched-longtooth
https://www.dndbeyond.com/subraces/137431-weretouched-razorclaw
https://www.dndbeyond.com/subraces/137461-weretouched-swiftstride
https://www.dndbeyond.com/subraces/137646-weretouched-wildhunt
I think you are confusing creating a monster with creating a player. Regardless of which race you choose the largest size you can be is medium. There is a player ability called powerful build which has no factor in combat.
The rune knight changes your size to large. Regardless of what you were. This is just to indicate how much space you take up.
Because regardless of the size improvised weapons only do a d4 in damage. And you do not have proficiency with it not without a feat.
As a balance for player-characters (and as Dragon mentions), there are limitations put in place that keep things balanced. Whether or not a DM allows such a thing is up to that particular DM.
Any weapon that you are not proficient with you have disadvantage or negative attributes. There is no such weapon as "Boulder" in the list of weapons or tools allotted to players; therefor they are improvised weapons. There is no "Huge" size allotted to players
outside of specific, DM-orchestrated narratives (apparently Rune Knight does allow this). Other creatures can be made larger but all Player-character choices are Medium in size.When you are made "Large" by the very specific spell "Enlarge", It gives you all of the details that you would/should carry over.
Specifically: Enlarge/Reduce
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
What you are referring to is Powerful Build; which is very specific.
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. <definitely useful and comes in handy, but it states nothing on bonus damage nor on being proficient with any monster-based weaponry.
edit: thank you Dragon for the clarification on Rune Knight size modification.
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.
Now before he brings it up. The rune knight does make your size huge BUT it does not say you gain the benefit from being that size. The only extra thing it gives you is the increased reach.
If you read the table in the DMG it does state that a huge creature would have a 10ft reach. Therefore, we can conclude that since the rune knight states you have the reach then the table in the DMG does not apply to this ability. The same can be said about the enlarge spell.since it gives additional abilities along with the bigger size, the table does not apply.
Conclusion, a player being large or huge does not gain the benefits from the size table.
If Tasha's "Customizing Your Origin" is allowed, Kalashtar is the best race for Path of the Totem Warrior. Resistance to all types of damage.
Are you talking about the ability to change your racial bonuses, correct?
yup. Change Ability Score bonuses from Wis and Char to Str and Con/Dex.