I had a question on how reckless abandon triggers. Is it with each reckless attack? Or is it just one time at start of turn? My question being would I collect hp 2x if attacking twice in a turn?
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
No. As the feature says, you get the temporary hit points whenever you use Reckless Attack while raging. You can only choose to use Reckless Attack once per turn, when you make your first attack. Either way, temporary hit points don't stack.
No. As the feature says, you get the temporary hit points whenever you use Reckless Attack while raging. You can only choose to use Reckless Attack once per turn, when you make your first attack. Either way, temporary hit points don't stack.
It's a nice perk. Get like minus 3 or 4 damage per round. Not sure how meaningful it is at high levels, but that can definitely add up.
No. As the feature says, you get the temporary hit points whenever you use Reckless Attack while raging. You can only choose to use Reckless Attack once per turn, when you make your first attack. Either way, temporary hit points don't stack.
It's a nice perk. Get like minus 3 or 4 damage per round. Not sure how meaningful it is at high levels, but that can definitely add up.
Remember that you've got resistance to bludgeoning, piercing, and slashing damage at the same time, so if you're only taking hits from physical attacks those temp HP go even further.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's a nice perk. Get like minus 3 or 4 damage per round. Not sure how meaningful it is at high levels, but that can definitely add up.
Depends what you mean by high level; but assuming you end up with +5 CON, that's five less (or ten less if resisted) damage every turn you're raging and reckless. Granted it's less of a percentage of the huge sink of hit-points you will have by that point, and diminishes as a percentage as that grows, but it's still more hit-points regardless. If you use it three times and get hit three times that's 15 HP saved, which is equivalent to you having more than an entire extra level worth of hit-points (7+5, +2 with Tough), and that's really the low of end of much use you should get out of the feature.
If you make it to level 20 though you can push that to +7 CON without further augmentation, and with unlimited rages it's even easier to get maximum uses out of it, at which point the amount of damage you can just straight up ignore is limited only by the number of rounds of combat.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
But on my next turn, if my temp hit points aren’t used up do I stack the next 5 HP onto my temporary HP? Or is my max 5 HP? So I reckless attack gain my 5 HP, then don’t take any damage and reckless attack on my next attack do I now have 10 temp HP?
Temporary hit points never stack. Doesn't matter what the source is, if you have temporary HP and you gain them from some other effect, you choose which one to take. So if you had 2 temp HP and you used Reckless Abandon and gained 4 temp HP, you could choose to keep the 2 (bad idea) or replace the 2 with the 4 (better idea). You would not add them together.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The temps are nice at higher levels, but remember that these guys are locked into subpar armor and grant advantage to everyone. The temps are there to make up for the extra times they're getting hit just for being Battleragers. And when you have enemies that often add conditions or other effects on a hit, it's not always a great trade. This is a decent feature but the subclass overall needs a rework.
The temps are nice at higher levels, but remember that these guys are locked into subpar armor and grant advantage to everyone. The temps are there to make up for the extra times they're getting hit just for being Battleragers. And when you have enemies that often add conditions or other effects on a hit, it's not always a great trade. This is a decent feature but the subclass overall needs a rework.
In what way is the armour sub-par? The only medium armour that's better is Half Plate, and that's only by a single point of AC (for 10 times the price). You can get Spiked Armor, +1, +2, +3 etc. just as with any armour, unless your DM goes out of their way to prevent you, so you have the same basic progression as anyone else.
The only problem with the armour really is that it doesn't make the bonus action attack magical as standard; a generous DM might allow it to, but WotC really ought to have specified, and the +1/2/3 bonus should really apply to the bonus action damage for good measure (as for a magical weapon).
As for always granting advantage to enemies, most Barbarians should actually be doing that as well, as Reckless Attack is one of your key tanking abilities alongside damage resistance, as it encourages enemies to attack you rather than your allies. The Battlerager is unique in that they get additional damage reduction while doing this.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
In what way is the armour sub-par? The only medium armour that's better is Half Plate, and that's only by a single point of AC (for 10 times the price). You can get Spiked Armor, +1, +2, +3 etc. just as with any armour, unless your DM goes out of their way to prevent you, so you have the same basic progression as anyone else.
It's introduced in a weird enough way (just thrown in as an item in the Barbarian subclass write up), that's it's not clear whether magic versions exist. I have seen DMs say they don't. DDB doesn't list any either. Not saying they're a rules source, but it's kind of a unique thing and its not clear what general rules apply to it.
In what way is the armour sub-par? The only medium armour that's better is Half Plate, and that's only by a single point of AC (for 10 times the price). You can get Spiked Armor, +1, +2, +3 etc. just as with any armour, unless your DM goes out of their way to prevent you, so you have the same basic progression as anyone else.
It's introduced in a weird enough way (just thrown in as an item in the Barbarian subclass write up), that's it's not clear whether magic versions exist. I have seen DMs say they don't. DDB doesn't list any either. Not saying they're a rules source, but it's kind of a unique thing and its not clear what general rules apply to it.
In my campaigns you can just buy spiked versions of regular armor.
In what way is the armour sub-par? The only medium armour that's better is Half Plate, and that's only by a single point of AC (for 10 times the price). You can get Spiked Armor, +1, +2, +3 etc. just as with any armour, unless your DM goes out of their way to prevent you, so you have the same basic progression as anyone else.
It's introduced in a weird enough way (just thrown in as an item in the Barbarian subclass write up), that's it's not clear whether magic versions exist. I have seen DMs say they don't. DDB doesn't list any either. Not saying they're a rules source, but it's kind of a unique thing and its not clear what general rules apply to it.
Yes, it's introduced in a side-bar. And, yes, magical versions exist. It's still medium armor. By RAW, in the DMG, it can be +1. It can grant resistance, or be a suit of mariner's armor. There's, officially, some last stand spiked armor here on DDB.
There are, unfortunately, unanswered questions as to whether the numerical bonuses add to damage or whether the spikes are treated separately. But they can come in magical varieties.
My DM has actually let me home brew some adamantine spiked armor for my battlerager. So 17AC and no critical hits. It is working out well with the tough feat. My DM is all for the rule of cool and let me add shredding an opponent against my armor for 1d10+strength while raging and successfully grappled with an opponent. Making him more true to the nature of the gutbusters. But I think he wants my armor destroyed already since I’m halving his damage and knocking his crits against me.
My DM has actually let me home brew some adamantine spiked armor for my battlerager. So 17AC and no critical hits. It is working out well with the tough feat. My DM is all for the rule of cool and let me add shredding an opponent against my armor for 1d10+strength while raging and successfully grappled with an opponent. Making him more true to the nature of the gutbusters. But I think he wants my armor destroyed already since I’m halving his damage and knocking his crits against me.
Just my 2 cents, but they probably shouldn't have. At least, not like that. By RAW, it's fine. But I also don't think WotC was thinking they needed to future-proof magical items because they might invent something new. Spiked armor is basically just a leather coat with spikes coming out of it. I can see adamantine (or silver) spikes, but not adamantine reinforcement.
That does limit the options a bit, which stinks, but...meh?
My DM has actually let me home brew some adamantine spiked armor for my battlerager. So 17AC and no critical hits. It is working out well with the tough feat. My DM is all for the rule of cool and let me add shredding an opponent against my armor for 1d10+strength while raging and successfully grappled with an opponent. Making him more true to the nature of the gutbusters. But I think he wants my armor destroyed already since I’m halving his damage and knocking his crits against me.
Just my 2 cents, but they probably shouldn't have. At least, not like that. By RAW, it's fine. But I also don't think WotC was thinking they needed to future-proof magical items because they might invent something new. Spiked armor is basically just a leather coat with spikes coming out of it. I can see adamantine (or silver) spikes, but not adamantine reinforcement.
That does limit the options a bit, which stinks, but...meh?
It’s not fully adamantine plate mail or anything. Just prevents the crits. Like I said I think he’s going to have it destroyed somehow. I’m tanking too much damage. It was more experimental than anything. But think of the gut busters like Thibbledorf. They were not wearing any medium armor, they were fully encased in steel. I’ll be willing to go to different spiked armor if it becomes too much of a problem. But in a group that isn’t really balanced with a barbarian, 2 druids, and a Ranger running Hoard of the Dragon Queen. Someone needs to balance the grind
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I had a question on how reckless abandon triggers. Is it with each reckless attack? Or is it just one time at start of turn? My question being would I collect hp 2x if attacking twice in a turn?
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
No. As the feature says, you get the temporary hit points whenever you use Reckless Attack while raging. You can only choose to use Reckless Attack once per turn, when you make your first attack. Either way, temporary hit points don't stack.
The Forum Infestation (TM)
It's a nice perk. Get like minus 3 or 4 damage per round. Not sure how meaningful it is at high levels, but that can definitely add up.
Remember that you've got resistance to bludgeoning, piercing, and slashing damage at the same time, so if you're only taking hits from physical attacks those temp HP go even further.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Depends what you mean by high level; but assuming you end up with +5 CON, that's five less (or ten less if resisted) damage every turn you're raging and reckless. Granted it's less of a percentage of the huge sink of hit-points you will have by that point, and diminishes as a percentage as that grows, but it's still more hit-points regardless. If you use it three times and get hit three times that's 15 HP saved, which is equivalent to you having more than an entire extra level worth of hit-points (7+5, +2 with Tough), and that's really the low of end of much use you should get out of the feature.
If you make it to level 20 though you can push that to +7 CON without further augmentation, and with unlimited rages it's even easier to get maximum uses out of it, at which point the amount of damage you can just straight up ignore is limited only by the number of rounds of combat.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
But on my next turn, if my temp hit points aren’t used up do I stack the next 5 HP onto my temporary HP? Or is my max 5 HP? So I reckless attack gain my 5 HP, then don’t take any damage and reckless attack on my next attack do I now have 10 temp HP?
Temporary hit points never stack. Doesn't matter what the source is, if you have temporary HP and you gain them from some other effect, you choose which one to take. So if you had 2 temp HP and you used Reckless Abandon and gained 4 temp HP, you could choose to keep the 2 (bad idea) or replace the 2 with the 4 (better idea). You would not add them together.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The temps are nice at higher levels, but remember that these guys are locked into subpar armor and grant advantage to everyone. The temps are there to make up for the extra times they're getting hit just for being Battleragers. And when you have enemies that often add conditions or other effects on a hit, it's not always a great trade. This is a decent feature but the subclass overall needs a rework.
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
In what way is the armour sub-par? The only medium armour that's better is Half Plate, and that's only by a single point of AC (for 10 times the price). You can get Spiked Armor, +1, +2, +3 etc. just as with any armour, unless your DM goes out of their way to prevent you, so you have the same basic progression as anyone else.
The only problem with the armour really is that it doesn't make the bonus action attack magical as standard; a generous DM might allow it to, but WotC really ought to have specified, and the +1/2/3 bonus should really apply to the bonus action damage for good measure (as for a magical weapon).
As for always granting advantage to enemies, most Barbarians should actually be doing that as well, as Reckless Attack is one of your key tanking abilities alongside damage resistance, as it encourages enemies to attack you rather than your allies. The Battlerager is unique in that they get additional damage reduction while doing this.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
The real problem with the Battlerager is how sub-par its 10th and 14th level abilities are.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's introduced in a weird enough way (just thrown in as an item in the Barbarian subclass write up), that's it's not clear whether magic versions exist. I have seen DMs say they don't. DDB doesn't list any either. Not saying they're a rules source, but it's kind of a unique thing and its not clear what general rules apply to it.
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
In my campaigns you can just buy spiked versions of regular armor.
I have a weird sense of humor.
I also make maps.(That's a link)
Yes, it's introduced in a side-bar. And, yes, magical versions exist. It's still medium armor. By RAW, in the DMG, it can be +1. It can grant resistance, or be a suit of mariner's armor. There's, officially, some last stand spiked armor here on DDB.
There are, unfortunately, unanswered questions as to whether the numerical bonuses add to damage or whether the spikes are treated separately. But they can come in magical varieties.
My DM has actually let me home brew some adamantine spiked armor for my battlerager. So 17AC and no critical hits. It is working out well with the tough feat. My DM is all for the rule of cool and let me add shredding an opponent against my armor for 1d10+strength while raging and successfully grappled with an opponent. Making him more true to the nature of the gutbusters. But I think he wants my armor destroyed already since I’m halving his damage and knocking his crits against me.
Just my 2 cents, but they probably shouldn't have. At least, not like that. By RAW, it's fine. But I also don't think WotC was thinking they needed to future-proof magical items because they might invent something new. Spiked armor is basically just a leather coat with spikes coming out of it. I can see adamantine (or silver) spikes, but not adamantine reinforcement.
That does limit the options a bit, which stinks, but...meh?
It’s not fully adamantine plate mail or anything. Just prevents the crits. Like I said I think he’s going to have it destroyed somehow. I’m tanking too much damage. It was more experimental than anything. But think of the gut busters like Thibbledorf. They were not wearing any medium armor, they were fully encased in steel. I’ll be willing to go to different spiked armor if it becomes too much of a problem. But in a group that isn’t really balanced with a barbarian, 2 druids, and a Ranger running Hoard of the Dragon Queen. Someone needs to balance the grind