Most of it is identical to the playtest, but I'm going to try my best to highlight where changes occurred after the UA. Apologies if I miss any or any potential errors.
Base Barbarian
Barbarian gets Weapon Mastery now too
Easier to maintain rage, just make the enemy make a saving throw or spend a BA now instead of needing to attack or be attacked
Danger Sense no longer needs sight and only being incapacitated deactivates it
Primal Knowledge lets you use Str to power certain skills (e.g. Intimidation, Stealth, Persuasion, Perception etc)
Instinctive Pounce from Tasha’s is now baseline
(Changed from UA) Brutal Strike replaces Brutal Critical as before. What’s new now is Improved Brutal Strike (Sundering Blow) gives a static +5 to hit to the ally instead of being tied to rage damage bonus. It seems that you give up all advantage to activate, not just RA (can anyone confirm?)
Relentless Rage when you come back you get HP = 2x Barbarian level now as per UA
Berserker
Frenzy no longer gives exhaustion, rather it rewards you for combining rage and reckless attack with 1/rd bonus damage
Mindless Rage now ends charm and frighten rather than suppressing them
Retaliation moved down to 10th
Intimidating Presence moved up to 14th and buffed. Now it’s a 30ft burst + Bonus Action, and the fear lasts 1 minute without needing to spend actions to maintain. Note this means it also keeps your rage going when you activate it because it forces enemies to make saving throws.
Wildheart (formerly Totem Warrior)
(Changed from UA) You can now swap out animal totems more frequently - some when you rage, some on a long rest.
All different animals throughout to encourage more mixing. Buffs to all animals throughout relative to 2014.
(Changed from UA) New animal spirits added - Salmon for swimming and Panther for climbing
(Changed from UA) Warrior of the Gods now grants a pool of dice to heal yourself as a BA.
(Changed from UA) Fanatical Focus gets a bonus to the reroll similar to Indomitable.
(Changed from UA) Rage Beyond Death replaced with Rage of the Gods, now you can activate Warrior of the Gods to fly, gain damage resistances, and can try to save allies with your reaction
still watching the video on it tho so far this brings back some hope after the paladin stuff so lemme finish watching it before i decide if they cooked or not.
still watching the video on it tho so far this brings back some hope after the paladin stuff so lemme finish watching it before i decide if they cooked or not.
ok just finished the video! and everything looked good tbh tho im 50/50 on the zealot changes (as much as i can be without being able to read the book) PROs 1. the extra healing is amazing and adds to the mini paladin feel they wanted (wasnt how i saw the subclass i saw it more like a litch ish type of character) 2. taking a look at features that only work on death (pro/con to me) CONs 1. them dying and being easy to bring back was part of the whole feel. 2. i liked rage beyond death it gave that "warrior who wont fall down" feeling and also allowed the DM to just beat on you knowing you would be fine
overall? great changes to the base class and the berserker (tho there maybe a good chance i just use 2014zealot i liked its vibes more)
2. i liked rage beyond death it gave that "warrior who wont fall down" feeling and also allowed the DM to just beat on you knowing you would be fine
I'm pretty sure you're thinking about relentless rage. Rage beyond death was "if your relentless rage triggers, gain these benefits". Which in practice is a ribbon feature with minimal effects, because relentless rage just doesn't trigger that often and in rare situations where it does trigger, won't do you a huge amount of good.
2. i liked rage beyond death it gave that "warrior who wont fall down" feeling and also allowed the DM to just beat on you knowing you would be fine
I'm pretty sure you're thinking about relentless rage. Rage beyond death was "if your relentless rage triggers, gain these benefits". Which in practice is a ribbon feature with minimal effects, because relentless rage just doesn't trigger that often and in rare situations where it does trigger, won't do you a huge amount of good.
there was that but also this the capstone for zealot
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
pretty much the zealot couldnt die until rage was over
Surely something like a barracuda is the angrier fish though
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
there was that but also this the capstone for zealot
Oh, you're looking at the XGTE version of zealot. I was talking about the version in UA.
This is not meant as snarky... why would it be more useful to compare with the UA (which never came into actual play) than with the existing rules that DM's would be deciding whether to keep or move on from?
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Well the level 14 was unconsciousness (and thus death) avoidance. The 'coming back for free' thing was just sort of nice... but more style than ever really needed.
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Well the level 14 was unconsciousness (and thus death) avoidance. The 'coming back for free' thing was just sort of nice... but more style than ever really needed.
idk i still think its fun for a "hulk" build or a man just to angry to die
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Well the level 14 was unconsciousness (and thus death) avoidance. The 'coming back for free' thing was just sort of nice... but more style than ever really needed.
Again though, if you never hit zero HP then that level 14 feature didn't do anything. So I can see the comparatively greater value in having a feature that (a) helps keep you out of zero in the first place and (b) that you can get benefits from even if you hitting zero isn't really a factor, such as the rest of the party being targeted.
As if that weren't enough, the revamped Relentless Rage feature also does a better job of keeping them from hitting zero, and is buffed further by their new Fanatical Focus feature. So RBD just isn't needed anymore in its current form imo. I'll need to see the text of RotG to really conclude if it's better, but from what I've seen so far it has a distinct leg-up.
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Well the level 14 was unconsciousness (and thus death) avoidance. The 'coming back for free' thing was just sort of nice... but more style than ever really needed.
Again though, if you never hit zero HP then that level 14 feature didn't do anything. So I can see the comparatively greater value in having a feature that (a) helps keep you out of zero in the first place and (b) that you can get benefits from even if you hitting zero isn't really a factor, such as the rest of the party being targeted.
As if that weren't enough, the revamped Relentless Rage feature also does a better job of keeping them from hitting zero, and is buffed further by their new Fanatical Focus feature. So RBD just isn't needed anymore in its current form imo. I'll need to see the text of RotG to really conclude if it's better, but from what I've seen so far it has a distinct leg-up.
idk i still think its fun for a "hulk" build or a man just to angry to die
See above, they still have this thanks to Relentless Rage, which comes online before RBD would have anyway.
true but the old one felt like it did it better imo but thats up to the player when picking which version of the subclass they want. mini paladin vs doom slayer
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Most of it is identical to the playtest, but I'm going to try my best to highlight where changes occurred after the UA. Apologies if I miss any or any potential errors.
Base Barbarian
Berserker
Wildheart (formerly Totem Warrior)
World Tree
Zealot
Looks interesting and powerful. I might even have to give it a try once it’s out.
Wisea$$ DM and Player since 1979.
Salmon.... that's all i needed to see. I'm in.
still watching the video on it tho so far this brings back some hope after the paladin stuff so lemme finish watching it before i decide if they cooked or not.
ok just finished the video! and everything looked good tbh tho im 50/50 on the zealot changes (as much as i can be without being able to read the book)
PROs
1. the extra healing is amazing and adds to the mini paladin feel they wanted (wasnt how i saw the subclass i saw it more like a litch ish type of character)
2. taking a look at features that only work on death (pro/con to me)
CONs
1. them dying and being easy to bring back was part of the whole feel.
2. i liked rage beyond death it gave that "warrior who wont fall down" feeling and also allowed the DM to just beat on you knowing you would be fine
overall? great changes to the base class and the berserker (tho there maybe a good chance i just use 2014zealot i liked its vibes more)
I'm pretty sure you're thinking about relentless rage. Rage beyond death was "if your relentless rage triggers, gain these benefits". Which in practice is a ribbon feature with minimal effects, because relentless rage just doesn't trigger that often and in rare situations where it does trigger, won't do you a huge amount of good.
there was that but also this the capstone for zealot
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
pretty much the zealot couldnt die until rage was over
Oh, you're looking at the XGTE version of zealot. I was talking about the version in UA.
There seems to be no mention of the Rage being extended to 10 min duration, as it had been in the playtest.
Surely something like a barracuda is the angrier fish though
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
This is not meant as snarky... why would it be more useful to compare with the UA (which never came into actual play) than with the existing rules that DM's would be deciding whether to keep or move on from?
Buffs to the animals in Wildheart and the ability to change out which totems you are using? That sounds like a pretty substantial upgrade.
Frenzy no longer giving exhaustion is an arguably needed fix.
Sounds like mostly downgrades to Zealot, though :(
Honestly I'd say that's debatable; if you were dying a lot as a Zealot it's a downgrade, but I can understand their viewpoint of encouraging you to simply not do that.
Well the level 14 was unconsciousness (and thus death) avoidance. The 'coming back for free' thing was just sort of nice... but more style than ever really needed.
idk i still think its fun for a "hulk" build or a man just to angry to die
Again though, if you never hit zero HP then that level 14 feature didn't do anything. So I can see the comparatively greater value in having a feature that (a) helps keep you out of zero in the first place and (b) that you can get benefits from even if you hitting zero isn't really a factor, such as the rest of the party being targeted.
As if that weren't enough, the revamped Relentless Rage feature also does a better job of keeping them from hitting zero, and is buffed further by their new Fanatical Focus feature. So RBD just isn't needed anymore in its current form imo. I'll need to see the text of RotG to really conclude if it's better, but from what I've seen so far it has a distinct leg-up.
See above, they still have this thanks to Relentless Rage, which comes online before RBD would have anyway.
true but the old one felt like it did it better imo but thats up to the player when picking which version of the subclass they want. mini paladin vs doom slayer