I play tested the tail last night for the first time. It's a unique situation where you can carry a shield and still have a reach weapon (I think the whip is the only other option).
I paired it with the Shifter Wildhunt feature (it eliminates advantage attacks against you). The defensive buff was massive, and turned I think 4 or 5 hits into misses. 1 hit still got through. That's using reckless attack constantly, and during the entire combat encounter I only got hit once.
I would say it tested very, very well - just with a caveat. I was carrying a shield *and* using the Shifter Wildhunt feature. Worst case scenario would be any other race and no shield equipped, and I don't know how well it would work.
1d8 added to your armor class amounts to an average of +4.5 AC, which is huge. But it only counts toward 1 attack per turn. In total I suspect that even with no shield and no wildhunt feature, the tail is worthwhile. I just don't know how worthwhile because I haven't play tested it in those conditions.
I play tested the tail last night for the first time. It's a unique situation where you can carry a shield and still have a reach weapon (I think the whip is the only other option).
I paired it with the Shifter Wildhunt feature (it eliminates advantage attacks against you). The defensive buff was massive, and turned I think 4 or 5 hits into misses. 1 hit still got through. That's using reckless attack constantly, and during the entire combat encounter I only got hit once.
I would say it tested very, very well - just with a caveat. I was carrying a shield *and* using the Shifter Wildhunt feature. Worst case scenario would be any other race and no shield equipped, and I don't know how well it would work.
1d8 added to your armor class amounts to an average of +4.5 AC, which is huge. But it only counts toward 1 attack per turn. In total I suspect that even with no shield and no wildhunt feature, the tail is worthwhile. I just don't know how worthwhile because I haven't play tested it in those conditions.
Not sure how a Wildhunt Shifter is supposed to help you there, unless you meant Beasthide instead, but I figure my Warforged Beast will do quite well too. ^^
Rollback Post to RevisionRollBack
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
Wildhunt makes it so enemies can't attack you with advantage. A really neat synergy to pair with a reckless attacking barbarian.
SeanJP your character has come to life! Super excited for you. Have you been using claws up until this last session?
The tail is truly unique. No one else can have a shield, reach weapon and open hand for grappling at the same time. Easily my favorite natural weapon of the subclass.
Wildhunt makes it so enemies can't attack you with advantage. A really neat synergy to pair with a reckless attacking barbarian.
Where does it say that? The only thing I can find about Wildhunt is the proficiency in Survival, the advantage on wisdom checks when shifted and that it doubles your proficiency bonus against the marked enemy as well as letting you always know where it is if it is within 60 feet.
Rollback Post to RevisionRollBack
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
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 only own the digital copies of things. Not sure if you are working off physical and there was errata. This is what I find as the description of the Wildhunt's Shifting Feature.
Wildhunt makes it so enemies can't attack you with advantage. A really neat synergy to pair with a reckless attacking barbarian.
SeanJP your character has come to life! Super excited for you. Have you been using claws up until this last session?
The tail is truly unique. No one else can have a shield, reach weapon and open hand for grappling at the same time. Easily my favorite natural weapon of the subclass.
Thank you! And last session I did two combat encounters with the claws, one with the tail. And that's what I love about this subclass. Between claws vs tail, weapon choices, wield a shield vs not, there are SO many interesting combinations and they are all effective. And you can carry all you need to switch back and forth. I carry a greatsword, a battleax and a shield.
Let's assume level 5+
1. Max Damage would be: 1 Greatsword attack w GWM, 2 Claw attacks, high probability of bonus action attack.
2. Higher level Max Damage: 1 Glaive/Halbert attack w GWM + PAM, 2 claw attacks, high probability of bonus action attack, some extra opportunity attacks
3. Max Protection: Shifter wildhunt shifted + shield (w shield master) and 2 Tail Attacks.
4. Balanced combination of protection and extra damage: Shifter wildhunt shifted + Shield w Shield Master, 3 claw attacks
Fun fact regarding #4: If you pick up GWM, if you do 3 claw attacks using reckless attack you have a 26.5% chance to crit on your turn, granting a 4th (bonus action) claw attack. You also get that 4th attack if you kill something. Bottom line, you'll be doing 4 attack a LOT.
Just SO many choices of builds!
Regarding Shield Master, I made a thread about this with no responses. Everyone thinks of a fighter when Shield Master is brought up. Barbarians get advantage on Athletics checks and Dexterity saving throws. Barbarians make WAY better Shield Masters.
Man that sounds like so much fun. Barbarians have a bad rap of being boring (often well deserved) but this subclass seems like anything but. Being able to react to your situation with the right tactic is one of the main things I love so much about spellcasters. Versatility is so satisfying.
I definitely had thoughts for that shield master thread of yours. I guess I got distracted by all my other DnD thoughts and it got lost in the shuffle.
I think most barbarians don't consider it because they're super tempted by PAM + GWM and more generally don't care about AC the way a tail wielding beast barb does and so are less likely to want a shield.
Wildhunt makes it so enemies can't attack you with advantage. A really neat synergy to pair with a reckless attacking barbarian.
SeanJP your character has come to life! Super excited for you. Have you been using claws up until this last session?
The tail is truly unique. No one else can have a shield, reach weapon and open hand for grappling at the same time. Easily my favorite natural weapon of the subclass.
Thank you! And last session I did two combat encounters with the claws, one with the tail. And that's what I love about this subclass. Between claws vs tail, weapon choices, wield a shield vs not, there are SO many interesting combinations and they are all effective. And you can carry all you need to switch back and forth. I carry a greatsword, a battleax and a shield.
Let's assume level 5+
1. Max Damage would be: 1 Greatsword attack w GWM, 2 Claw attacks, high probability of bonus action attack.
2. Higher level Max Damage: 1 Glaive/Halbert attack w GWM + PAM, 2 claw attacks, high probability of bonus action attack, some extra opportunity attacks
3. Max Protection: Shifter wildhunt shifted + shield (w shield master) and 2 Tail Attacks.
4. Balanced combination of protection and extra damage: Shifter wildhunt shifted + Shield w Shield Master, 3 claw attacks
Fun fact regarding #4: If you pick up GWM, if you do 3 claw attacks using reckless attack you have a 26.5% chance to crit on your turn, granting a 4th (bonus action) claw attack. You also get that 4th attack if you kill something. Bottom line, you'll be doing 4 attack a LOT.
Just SO many choices of builds!
Regarding Shield Master, I made a thread about this with no responses. Everyone thinks of a fighter when Shield Master is brought up. Barbarians get advantage on Athletics checks and Dexterity saving throws. Barbarians make WAY better Shield Masters.
I think you're getting some mixed ideas.
GWM doesn't work with claws. So the thing about the ba attack with claws doesn't work except in scenario 1.
PAM doesn't work unless you only use a pole arm. So that's right out.
on your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
The first clause of Great Weapon Master does not have to be used in conjunction with a heavy weapon. It will proc when you kill or score a critical hit with any melee weapon. Three claw attacks at advantage is actually a pretty clever way to try and trigger this as often as possible. That's a sweet synergy find SeanJP.
2. Higher level Max Damage: 1 Glaive/Halbert attack w GWM + PAM, 2 claw attacks, high probability of bonus action attack, some extra opportunity attacks
A bit confusing but it does seem that they recognize that the bonus action attack is coming from GWM. If it was coming from PAM then there would be no probability, it would just happen. PAM seems to be included in this Max Damage form because the ease of triggering an opportunity attack.
You are correct the PAM bonus action attack requires only attacking with the polearm.
on your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
The first clause of Great Weapon Master does not have to be used in conjunction with a heavy weapon. It will proc when you kill or score a critical hit with any melee weapon. Three claw attacks at advantage is actually a pretty clever way to try and trigger this as often as possible. That's a sweet synergy find SeanJP.
2. Higher level Max Damage: 1 Glaive/Halbert attack w GWM + PAM, 2 claw attacks, high probability of bonus action attack, some extra opportunity attacks
A bit confusing but it does seem that they recognize that the bonus action attack is coming from GWM. If it was coming from PAM then there would be no probability, it would just happen. PAM seems to be included in this Max Damage form because the ease of triggering an opportunity attack.
You are correct the PAM bonus action attack requires only attacking with the polearm.
You saved me the trouble. The PAM feature that would apply is:
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Man that sounds like so much fun. Barbarians have a bad rap of being boring (often well deserved) but this subclass seems like anything but. Being able to react to your situation with the right tactic is one of the main things I love so much about spellcasters. Versatility is so satisfying.
I definitely had thoughts for that shield master thread of yours. I guess I got distracted by all my other DnD thoughts and it got lost in the shuffle.
I think most barbarians don't consider it because they're super tempted by PAM + GWM and more generally don't care about AC the way a tail wielding beast barb does and so are less likely to want a shield.
In blue: I totally agree. I was that way as well, obsessed with max damage. And I'm still kind of obsessed with optimizing, but now I try to add as much fun and versatility as I can without sacrificing effectiveness. Everyone builds PAM/GWM barbs and fighters. It's nice to break the mold.
The Beast Barb got me brainstorming so much and mixing up combinations - while crunching numbers - and I had a huge think about shields and Shield Master. I LOVE that it's something else you can do on your turn without giving up an attack. And it's something that matters, and Barbs can do it better than fighters. That big bad is in your Wizard's face? Slash him a couple times, then knock him back so the Wizard can get away without an opportunity attack. Got a fighter near you? Do him a solid and knock his opponent prone. Etc.
Here's the beauty... you're holding a shield and still getting 3 attacks! When you compare 3 claw attacks to 1 greatsword + 2 claw attacks, you're holding a shield and only giving up 1d6 damage per turn.
And if you're a Shifter Wildhunt, holding a shield, and using your tail... you're attacking with advantage and you're still practically invincible.
Best of all, as I said before, you don't have to be a one-trick pony. Carry a shield and an assortment of weapons. You can mount the shield on your back, grab your Greataxe, and grow whatever natural weapon you feel like at the time.
One last thing: This is my first time playing a Barbarian for an extended campaign. I'm learning Barbarians are NOT invincible. If not for damage reduction I would have been dead a few times already. Defense matters, and that extra 2 AC does make a difference.
Here's the beauty... you're holding a shield and still getting 3 attacks! When you compare 3 claw attacks to 1 greatsword + 2 claw attacks, you're holding a shield and only giving up 1d6 damage per turn.
And if you're a Shifter Wildhunt, holding a shield, and using your tail... you're attacking with advantage and you're still practically invincible.
Best of all, as I said before, you don't have to be a one-trick pony. Carry a shield and an assortment of weapons. You can mount the shield on your back, grab your Greataxe, and grow whatever natural weapon you feel like at the time.
I think you've touched on so much of why the Beast Barbarian makes a great shield master. I agree its an awesome option for any Barbarian and should be considered more, but the Beast Barb really has some nice tools for the job. 3x claw attacks, AC stacking with the tail, access to a reach weapon, free hand for grapples. It's all gravy getting poured on that shield master goodness. Everyone else trying to do the shield thing is at least a little bit jealous.
Alright, so fighting styles are not important for a Beast Barb. BUT, what if you grabbed archery fighting style on a build that was already planning on dipping fighter AND was running around naked. You'd already have a decent dex and could actually do some ranged with something better than a javelin. Not that you're looking to shoot things on the reg, but I'm always a fan of having a decent ranged option on melee people and I think it would play into this array of weapons approach the beast barb promotes.
Here's the beauty... you're holding a shield and still getting 3 attacks! When you compare 3 claw attacks to 1 greatsword + 2 claw attacks, you're holding a shield and only giving up 1d6 damage per turn.
And if you're a Shifter Wildhunt, holding a shield, and using your tail... you're attacking with advantage and you're still practically invincible.
Best of all, as I said before, you don't have to be a one-trick pony. Carry a shield and an assortment of weapons. You can mount the shield on your back, grab your Greataxe, and grow whatever natural weapon you feel like at the time.
I think you've touched on so much of why the Beast Barbarian makes a great shield master. I agree its an awesome option for any Barbarian and should be considered more, but the Beast Barb really has some nice tools for the job. 3x claw attacks, AC stacking with the tail, access to a reach weapon, free hand for grapples. It's all gravy getting poured on that shield master goodness. Everyone else trying to do the shield thing is at least a little bit jealous.
Alright, so fighting styles are not important for a Beast Barb. BUT, what if you grabbed archery fighting style on a build that was already planning on dipping fighter AND was running around naked. You'd already have a decent dex and could actually do some ranged with something better than a javelin. Not that you're looking to shoot things on the reg, but I'm always a fan of having a decent ranged option on melee people and I think it would play into this array of weapons approach the beast barb promotes.
Barbarians in general make better shield masters than Fighters, in every way. The Beast Barb especially.
I wouldn't say fighting styles are unimportant, Barbs just don't get them. I'll take a free fighting style all day long if I could. I just don't think it's worth an entire feat. I think Strength being your Pump stat, just throwing things is the way to go, as opposed to trying to double into archery.
Here's the beauty... you're holding a shield and still getting 3 attacks! When you compare 3 claw attacks to 1 greatsword + 2 claw attacks, you're holding a shield and only giving up 1d6 damage per turn.
And if you're a Shifter Wildhunt, holding a shield, and using your tail... you're attacking with advantage and you're still practically invincible.
Best of all, as I said before, you don't have to be a one-trick pony. Carry a shield and an assortment of weapons. You can mount the shield on your back, grab your Greataxe, and grow whatever natural weapon you feel like at the time.
I think you've touched on so much of why the Beast Barbarian makes a great shield master. I agree its an awesome option for any Barbarian and should be considered more, but the Beast Barb really has some nice tools for the job. 3x claw attacks, AC stacking with the tail, access to a reach weapon, free hand for grapples. It's all gravy getting poured on that shield master goodness. Everyone else trying to do the shield thing is at least a little bit jealous.
Alright, so fighting styles are not important for a Beast Barb. BUT, what if you grabbed archery fighting style on a build that was already planning on dipping fighter AND was running around naked. You'd already have a decent dex and could actually do some ranged with something better than a javelin. Not that you're looking to shoot things on the reg, but I'm always a fan of having a decent ranged option on melee people and I think it would play into this array of weapons approach the beast barb promotes.
Barbarians in general make better shield masters than Fighters, in every way. The Beast Barb especially.
I wouldn't say fighting styles are unimportant, Barbs just don't get them. I'll take a free fighting style all day long if I could. I just don't think it's worth an entire feat. I think Strength being your Pump stat, just throwing things is the way to go, as opposed to trying to double into archery.
Just my perspectives :)
it depends. when combined with dual wielder to take two weapon fighting style can be pretty great swinging two battle axes, if you're taking any of the weapon toting paths. GWF makes a huge difference if you're a dpr counter and go zealot or berserker. Blindsight is priceless anytime and works great with the beast features thematically. unarmed fighting would be fantastic on a grappling focused barbarian of any path. any of those combos are absolutely feat worthy if you have a style of combat in mind.
SeanJP I was talking about picking up Archery Fighting Style on a beast barb that dips into Fighter. I would never spend an ASI to pick it up either. But if the build is already thinking about dipping fighter because it's a great dip on barbarians, and the build is also running around unarmored and thus has a decent dex, I see a lot of appeal in taking Archery in that specific set of circumstances.
The melee weapon based styles are all mostly a waste on someone that spends so much time using various natural weapons AND mixing up what regular weapons they use. Protection and Interception are cool but compete with your reaction if you use tail regularly.
That leaves Blind Fighting, Superior Technique, Defense (for medium armor toting builds), Thrown Weapon and Archery as styles that I'm interested in entertaining.
I dunno, I just think archery does a really good job of patching up a hole in the barbarian kit (better than thrown weapon style thanks to far superior range). Again, I wouldn't go out of my way to pick this up with an ASI. But I'm already looking to dip most Barbarians out after level 6, and Fighter 4 is a natural fit.
SeanJP I was talking about picking up Archery Fighting Style on a beast barb that dips into Fighter. I would never spend an ASI to pick it up either. But if the build is already thinking about dipping fighter because it's a great dip on barbarians, and the build is also running around unarmored and thus has a decent dex, I see a lot of appeal in taking Archery in that specific set of circumstances.
The melee weapon based styles are all mostly a waste on someone that spends so much time using various natural weapons AND mixing up what regular weapons they use. Protection and Interception are cool but compete with your reaction if you use tail regularly.
That leaves Blind Fighting, Superior Technique, Defense (for medium armor toting builds), Thrown Weapon and Archery as styles that I'm interested in entertaining.
I dunno, I just think archery does a really good job of patching up a hole in the barbarian kit (better than thrown weapon style thanks to far superior range). Again, I wouldn't go out of my way to pick this up with an ASI. But I'm already looking to dip most Barbarians out after level 6, and Fighter 4 is a natural fit.
I would rather throw a javelin with 20 strength than shoot an arrow with 18 dex.
"But wait! There's more!"
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
I play tested the tail last night for the first time. It's a unique situation where you can carry a shield and still have a reach weapon (I think the whip is the only other option).
I paired it with the Shifter Wildhunt feature (it eliminates advantage attacks against you). The defensive buff was massive, and turned I think 4 or 5 hits into misses. 1 hit still got through. That's using reckless attack constantly, and during the entire combat encounter I only got hit once.
I would say it tested very, very well - just with a caveat. I was carrying a shield *and* using the Shifter Wildhunt feature. Worst case scenario would be any other race and no shield equipped, and I don't know how well it would work.
1d8 added to your armor class amounts to an average of +4.5 AC, which is huge. But it only counts toward 1 attack per turn. In total I suspect that even with no shield and no wildhunt feature, the tail is worthwhile. I just don't know how worthwhile because I haven't play tested it in those conditions.
Not sure how a Wildhunt Shifter is supposed to help you there, unless you meant Beasthide instead, but I figure my Warforged Beast will do quite well too. ^^
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
Wildhunt makes it so enemies can't attack you with advantage. A really neat synergy to pair with a reckless attacking barbarian.
SeanJP your character has come to life! Super excited for you. Have you been using claws up until this last session?
The tail is truly unique. No one else can have a shield, reach weapon and open hand for grappling at the same time. Easily my favorite natural weapon of the subclass.
Where does it say that? The only thing I can find about Wildhunt is the proficiency in Survival, the advantage on wisdom checks when shifted and that it doubles your proficiency bonus against the marked enemy as well as letting you always know where it is if it is within 60 feet.
I've never encountered a forum where I got this many "talking to a wall" impressions as this one...
I only own the digital copies of things. Not sure if you are working off physical and there was errata. This is what I find as the description of the Wildhunt's Shifting Feature.
I think sfpanzer is using the old version then from Wayfarers.
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'm having a really hard time deciding which way to go.
Longtooth (usually choosing claws) with Mobile and being a grappling/dragging fool.
Wildhunt (usually choosing tail) with PAM and standing in the middle of it all.
Or..some other combo.
Every option is good.
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
With Longtooth you won’t get your bonus action attack until round 3 if you plan on using it while raging.
Thank you! And last session I did two combat encounters with the claws, one with the tail. And that's what I love about this subclass. Between claws vs tail, weapon choices, wield a shield vs not, there are SO many interesting combinations and they are all effective. And you can carry all you need to switch back and forth. I carry a greatsword, a battleax and a shield.
Let's assume level 5+
1. Max Damage would be: 1 Greatsword attack w GWM, 2 Claw attacks, high probability of bonus action attack.
2. Higher level Max Damage: 1 Glaive/Halbert attack w GWM + PAM, 2 claw attacks, high probability of bonus action attack, some extra opportunity attacks
3. Max Protection: Shifter wildhunt shifted + shield (w shield master) and 2 Tail Attacks.
4. Balanced combination of protection and extra damage: Shifter wildhunt shifted + Shield w Shield Master, 3 claw attacks
Fun fact regarding #4: If you pick up GWM, if you do 3 claw attacks using reckless attack you have a 26.5% chance to crit on your turn, granting a 4th (bonus action) claw attack. You also get that 4th attack if you kill something. Bottom line, you'll be doing 4 attack a LOT.
Just SO many choices of builds!
Regarding Shield Master, I made a thread about this with no responses. Everyone thinks of a fighter when Shield Master is brought up. Barbarians get advantage on Athletics checks and Dexterity saving throws. Barbarians make WAY better Shield Masters.
Man that sounds like so much fun. Barbarians have a bad rap of being boring (often well deserved) but this subclass seems like anything but. Being able to react to your situation with the right tactic is one of the main things I love so much about spellcasters. Versatility is so satisfying.
I definitely had thoughts for that shield master thread of yours. I guess I got distracted by all my other DnD thoughts and it got lost in the shuffle.
I think most barbarians don't consider it because they're super tempted by PAM + GWM and more generally don't care about AC the way a tail wielding beast barb does and so are less likely to want a shield.
I think you're getting some mixed ideas.
GWM doesn't work with claws. So the thing about the ba attack with claws doesn't work except in scenario 1.
PAM doesn't work unless you only use a pole arm. So that's right out.
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
From Great Weapon Master
The first clause of Great Weapon Master does not have to be used in conjunction with a heavy weapon. It will proc when you kill or score a critical hit with any melee weapon. Three claw attacks at advantage is actually a pretty clever way to try and trigger this as often as possible. That's a sweet synergy find SeanJP.
A bit confusing but it does seem that they recognize that the bonus action attack is coming from GWM. If it was coming from PAM then there would be no probability, it would just happen. PAM seems to be included in this Max Damage form because the ease of triggering an opportunity attack.
You are correct the PAM bonus action attack requires only attacking with the polearm.
You saved me the trouble. The PAM feature that would apply is:
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
In blue: I totally agree. I was that way as well, obsessed with max damage. And I'm still kind of obsessed with optimizing, but now I try to add as much fun and versatility as I can without sacrificing effectiveness. Everyone builds PAM/GWM barbs and fighters. It's nice to break the mold.
The Beast Barb got me brainstorming so much and mixing up combinations - while crunching numbers - and I had a huge think about shields and Shield Master. I LOVE that it's something else you can do on your turn without giving up an attack. And it's something that matters, and Barbs can do it better than fighters. That big bad is in your Wizard's face? Slash him a couple times, then knock him back so the Wizard can get away without an opportunity attack. Got a fighter near you? Do him a solid and knock his opponent prone. Etc.
Here's the beauty... you're holding a shield and still getting 3 attacks! When you compare 3 claw attacks to 1 greatsword + 2 claw attacks, you're holding a shield and only giving up 1d6 damage per turn.
And if you're a Shifter Wildhunt, holding a shield, and using your tail... you're attacking with advantage and you're still practically invincible.
Best of all, as I said before, you don't have to be a one-trick pony. Carry a shield and an assortment of weapons. You can mount the shield on your back, grab your Greataxe, and grow whatever natural weapon you feel like at the time.
One last thing: This is my first time playing a Barbarian for an extended campaign. I'm learning Barbarians are NOT invincible. If not for damage reduction I would have been dead a few times already. Defense matters, and that extra 2 AC does make a difference.
I think you've touched on so much of why the Beast Barbarian makes a great shield master. I agree its an awesome option for any Barbarian and should be considered more, but the Beast Barb really has some nice tools for the job. 3x claw attacks, AC stacking with the tail, access to a reach weapon, free hand for grapples. It's all gravy getting poured on that shield master goodness. Everyone else trying to do the shield thing is at least a little bit jealous.
Alright, so fighting styles are not important for a Beast Barb. BUT, what if you grabbed archery fighting style on a build that was already planning on dipping fighter AND was running around naked. You'd already have a decent dex and could actually do some ranged with something better than a javelin. Not that you're looking to shoot things on the reg, but I'm always a fan of having a decent ranged option on melee people and I think it would play into this array of weapons approach the beast barb promotes.
Barbarians in general make better shield masters than Fighters, in every way. The Beast Barb especially.
I wouldn't say fighting styles are unimportant, Barbs just don't get them. I'll take a free fighting style all day long if I could. I just don't think it's worth an entire feat. I think Strength being your Pump stat, just throwing things is the way to go, as opposed to trying to double into archery.
Just my perspectives :)
it depends. when combined with dual wielder to take two weapon fighting style can be pretty great swinging two battle axes, if you're taking any of the weapon toting paths. GWF makes a huge difference if you're a dpr counter and go zealot or berserker. Blindsight is priceless anytime and works great with the beast features thematically. unarmed fighting would be fantastic on a grappling focused barbarian of any path. any of those combos are absolutely feat worthy if you have a style of combat in mind.
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
SeanJP I was talking about picking up Archery Fighting Style on a beast barb that dips into Fighter. I would never spend an ASI to pick it up either. But if the build is already thinking about dipping fighter because it's a great dip on barbarians, and the build is also running around unarmored and thus has a decent dex, I see a lot of appeal in taking Archery in that specific set of circumstances.
The melee weapon based styles are all mostly a waste on someone that spends so much time using various natural weapons AND mixing up what regular weapons they use. Protection and Interception are cool but compete with your reaction if you use tail regularly.
That leaves Blind Fighting, Superior Technique, Defense (for medium armor toting builds), Thrown Weapon and Archery as styles that I'm interested in entertaining.
I dunno, I just think archery does a really good job of patching up a hole in the barbarian kit (better than thrown weapon style thanks to far superior range). Again, I wouldn't go out of my way to pick this up with an ASI. But I'm already looking to dip most Barbarians out after level 6, and Fighter 4 is a natural fit.
I would rather throw a javelin with 20 strength than shoot an arrow with 18 dex.
"But wait! There's more!"
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Oh silly me thought Rage damage didn't apply to javelins and the like. Forget everything I said.