Playing a Fighter/Barbarian focused on grappling, tavern-brawler fighting, and unarmed combat. Later in the campaign my DM wants to add a homebrew werebear progression tied to Rage.
Main idea is choosing a primal aspect (Storm, Ember, Frost, etc.) after long rests for small elemental effects on attacks/rage.
I want it to feel strong and thematic without becoming overpowered or overshadowing the party. If the elemental aspect idea feels too overloaded, I’m happy to simplify it into a more standard werebear progression.
Any balancing advice or ideas would be appreciated.
Which are you dipping? I doubt an unarmed build will be able to outshine the party. Maybe if the party goes cheese grater but then it's a collaboration..
That's fair. The homebrew isn't finalized yet, which is why I'm asking for advice before I build it.
The current character is a Fighter/Barbarian focused on grappling, unarmed combat, and Tavern Brawler. The plan is mainly Fighter levels with a small Barbarian dip (currently Fighter 2 / Barbarian 1, and likely only a few Barbarian levels overall).
The idea is that later in the campaign a werebear bloodline awakens. Rather than making a full custom class, I was thinking of adding a lycanthropy progression tied to Rage and the werebear transformation.
One idea was letting him choose a primal aspect after a long rest (Storm, Ember, Frost, Stone, etc.), with each aspect giving a small bonus such as a damage type change, resistance, or minor effect on natural attacks. Nothing spellcaster-like, and nothing that replaces the core Fighter/Barbarian gameplay.
The goal isn't to become stronger than everyone else at the table. I'm trying to make the werebear progression feel unique and thematic while staying roughly in line with existing subclasses and not overshadowing the party.
Do you think the aspect-switching idea is already too much, or would you keep it and just make the bonuses fairly small? Or would you scrap the elemental aspects entirely and stick to a more traditional werebear progression?
If you want to do unarmed combat, why not look at monk?
It sounds like this character is based a lot on rage, but Barbarian is just a dip? How much rage can yo achieve? If the PC is going into a rage mode, but the just a barbarian dip, why bother? Why not just roll play the rage but get nothing for it?
What is the Fighter subclass plan?
One idea was letting him choose a primal aspect after a long rest (Storm, Ember, Frost, Stone, etc.), with each aspect giving a small bonus such as a damage type change, resistance, or minor effect on natural attacks. Nothing spellcaster-like, and nothing that replaces the core Fighter/Barbarian gameplay.
If it is not not spell caster like and nothing that replaces core class gameplay what exactly are you looking at? Just resistance to an element?
Going back to my original line about a monk. Have you looked at the monk elemental subclass?
Why do you need homebrew at all if you want a controllable lycanthropy? Just reflavor your Rage as your werebear form and take an appropriate subclass like Wild Heart, or the Path of the Fractured (an explicitly Jekyll and Hyde-like subclass that is designed for unarmed combat) from Grim Hollow. If the werebear ancestry is intended to be a reveal for later in the campaign, then you can tease it with your Rage transformations prior to getting there
As for the elemental/primal aspect stuff, from a DM's perspective I don't see how that relates to the werebear form
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What particularly are you looking for from the Fighter? The flavour of the character seems to suit a Barbarian. The Paths of the Wild Heart, the Beast (Tasha) or, indeed, Berserker (etymologically) would all fit the Were-bear idea.
In terms of gaining Were-bear features, it might be worth looking at the recent Villainous Options Unearthed Arcana (the first one), which have the Path of the Lich and the Path of the Death Knight;: they’re series of feats that you can take to represent your character developing into those monsters. You could homebrew something similar for your Were-bear idea. By making them feats, which you take at the usual levels, it helps to balance them against other characters.
The more I think about it, the more I think the primal aspect idea was me throwing ideas around rather than something the character actually needs. I can see how it starts moving away from the core concept.
The character fantasy I'm aiming for isn't really a monk or elemental fighter. He's more of a brutal brawler/wrestler who relies on strength, grappling, toughness, and eventually a werebear bloodline. The Barbarian dip is mostly for Rage and the physical, primal feel rather than making Rage the entire focus of the build.
For the Fighter subclass I'm currently leaning toward Battle Master because maneuvers seem to fit the grappling, improvised weapons, and tavern-brawler style pretty well.
I think you're probably right that the cleaner option is to focus on the werebear progression itself rather than stacking extra elemental mechanics on top of it.
That's a fair. I'm actually a pretty new player, so part of this is me trying to figure out what would be balanced and what wouldn't.
The elemental aspect idea was mostly me throwing ideas around to make the werebear bloodline feel unique, but the more feedback I get, the more I think I might be overcomplicating it.
What I'm really looking for isn't spellcasting or elemental powers. I mostly want the werebear reveal to feel impactful and different from a normal Rage. Something like a limited transformation with a few physical benefits, natural weapons, maybe some temporary HP or movement bonuses, and a stronger full transformation later on.
The character is mainly a Fighter with a small Barbarian dip because I like the grappling, toughness, and primal feel of Rage, but I still want Fighter to be the core of the build.
I think my biggest concern is figuring out how to make the werebear progression feel meaningful without essentially creating an entire extra class.
That makes sense. The more feedback I get, the more I think I should avoid creating a whole subclass and instead treat the werebear side as story progression.
Would it be more balanced to keep the Fighter/Barbarian build mostly unchanged and have the DM gradually introduce werebear traits as the campaign progresses?
For example, starting with small things like heightened senses or instincts, then eventually gaining a limited hybrid form once per long rest that gives a few physical benefits such as temporary HP, advantage on Athletics checks, or natural weapon attacks.
My goal isn't to get free power or build an entire second class. I mostly want the werebear reveal to feel meaningful and tie into the character's backstory. Since I'm still pretty new to D&D, I'm trying to figure out what would feel balanced compared to what a character would normally gain from feats, subclasses, or magical items.
Does that sound reasonable, or would you handle a werebear character differently?
What I'm really looking for isn't spellcasting or elemental powers. I mostly want the werebear reveal to feel impactful and different from a normal Rage. Something like a limited transformation with a few physical benefits, natural weapons, maybe some temporary HP or movement bonuses, and a stronger full transformation later on.
I'd definitely look at Path of the Fractured if you have access to it, and your DM is OK with it -- although you'd need to push it up to at least level 3 for it to really kick in
It would actually make Tavern Brawler somewhat redundant, so you could use that feat for something else
Rollback Post to RevisionRollBack
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Realize when you multiclass there is a chance that you will have some sort of redundancy or even one trait cancels another out. You can't rage if you are wearing heavy armor. You can get armor (light/medium) rating/bonus if you wear it or you get a different AC as a barbarian and no armor. There are a few others.
You need to look at the differences of a starting Barbarian and a multi class fighter or the opposite a starting fighter and a multi class Barbarian. Chances are you probably want to start as a Barbarian, and at 2nd (or later) level be a fighter.
I've actually taken a look at Path of the Fractured since you mentioned it, and honestly I really like the Jekyll-and-Hyde style transformation aspect of it.
The thing that's making me hesitate is that I don't really want my character's identity to revolve entirely around transforming or raging. What I'm aiming for is more of a gritty tavern-brawler/wrestler type character who can throw punches, grapple, and fight unarmed even when he's not transformed.
That's why I'm starting to wonder if a Fighter-based approach might fit the character better. I could still take the Unarmed Fighting style and keep the brawler aspect as my main thing, and then have the werebear side built into a subclass progression similar to Order of the Lycan rather than making it a separate mechanic on top of everything else.
The more I think about it, the more I feel like trying to combine Fighter, Barbarian, lycanthropy progression, and extra homebrew mechanics might be overcomplicating things.
Do you think a Fighter subclass inspired by a werebear bloodline would be easier to balance? If so, what kind of features would you expect it to get? Natural weapons, temporary HP, grappling bonuses, resistances while transformed, movement bonuses, things like that?
I'm still pretty new to D&D, so I'm mostly trying to figure out what would feel thematic without ending up overpowered.
That's a fair point. The more I've thought about it, and after reading some of the other replies, I think I was probably overcomplicating things.
As I mentioned in another reply, I'm starting to lean more towards just making a Fighter with a homebrew subclass built around a werebear bloodline, maybe taking some inspiration from something like Order of the Lycan, rather than trying to stack Fighter, Barbarian, lycanthropy mechanics, and additional homebrew features all on top of each other.
I think that would be a lot simpler to balance, easier for the DM to work with, and probably better for the rest of the party as well. It would let the character stay a gritty unarmed brawler at his core while having the werebear transformation and progression built directly into the subclass instead of feeling like a separate system.
I'm still very new to D&D, so I'm mostly trying to find the cleanest way to represent the character concept without making things unnecessarily complicated or accidentally overpowered.
Believe it or not, you may want to keep it simple (e.g. KISS) for the 1st game/campaign. Learn the rules and put it into practice. Along those lines, realize you will play more game/campaigns. You might even consider, to play a straight fighter, skip multiclass, skip the lycanthropy. Learn the unarmed and melee weaponry, learn the other fighter rules with this 1st character.
Once you have a good understanding, then for your 2nd character do the lycanthropy.
Playing a Fighter/Barbarian focused on grappling, tavern-brawler fighting, and unarmed combat. Later in the campaign my DM wants to add a homebrew werebear progression tied to Rage.
Main idea is choosing a primal aspect (Storm, Ember, Frost, etc.) after long rests for small elemental effects on attacks/rage.
I want it to feel strong and thematic without becoming overpowered or overshadowing the party. If the elemental aspect idea feels too overloaded, I’m happy to simplify it into a more standard werebear progression.
Any balancing advice or ideas would be appreciated.
Which are you dipping? I doubt an unarmed build will be able to outshine the party. Maybe if the party goes cheese grater but then it's a collaboration..
Pretty hard to give advice on balancing a character that will be using homebrew stuff we can't see.
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.
Ill be dipping in barbarian only about 2 level and then the rest will be fightet
That's fair. The homebrew isn't finalized yet, which is why I'm asking for advice before I build it.
The current character is a Fighter/Barbarian focused on grappling, unarmed combat, and Tavern Brawler. The plan is mainly Fighter levels with a small Barbarian dip (currently Fighter 2 / Barbarian 1, and likely only a few Barbarian levels overall).
The idea is that later in the campaign a werebear bloodline awakens. Rather than making a full custom class, I was thinking of adding a lycanthropy progression tied to Rage and the werebear transformation.
One idea was letting him choose a primal aspect after a long rest (Storm, Ember, Frost, Stone, etc.), with each aspect giving a small bonus such as a damage type change, resistance, or minor effect on natural attacks. Nothing spellcaster-like, and nothing that replaces the core Fighter/Barbarian gameplay.
The goal isn't to become stronger than everyone else at the table. I'm trying to make the werebear progression feel unique and thematic while staying roughly in line with existing subclasses and not overshadowing the party.
Do you think the aspect-switching idea is already too much, or would you keep it and just make the bonuses fairly small? Or would you scrap the elemental aspects entirely and stick to a more traditional werebear progression?
If you want to do unarmed combat, why not look at monk?
It sounds like this character is based a lot on rage, but Barbarian is just a dip? How much rage can yo achieve? If the PC is going into a rage mode, but the just a barbarian dip, why bother? Why not just roll play the rage but get nothing for it?
What is the Fighter subclass plan?
If it is not not spell caster like and nothing that replaces core class gameplay what exactly are you looking at? Just resistance to an element?
Going back to my original line about a monk. Have you looked at the monk elemental subclass?
Why do you need homebrew at all if you want a controllable lycanthropy? Just reflavor your Rage as your werebear form and take an appropriate subclass like Wild Heart, or the Path of the Fractured (an explicitly Jekyll and Hyde-like subclass that is designed for unarmed combat) from Grim Hollow. If the werebear ancestry is intended to be a reveal for later in the campaign, then you can tease it with your Rage transformations prior to getting there
As for the elemental/primal aspect stuff, from a DM's perspective I don't see how that relates to the werebear form
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What particularly are you looking for from the Fighter? The flavour of the character seems to suit a Barbarian. The Paths of the Wild Heart, the Beast (Tasha) or, indeed, Berserker (etymologically) would all fit the Were-bear idea.
In terms of gaining Were-bear features, it might be worth looking at the recent Villainous Options Unearthed Arcana (the first one), which have the Path of the Lich and the Path of the Death Knight;: they’re series of feats that you can take to represent your character developing into those monsters. You could homebrew something similar for your Were-bear idea. By making them feats, which you take at the usual levels, it helps to balance them against other characters.
That's a fair point.
The more I think about it, the more I think the primal aspect idea was me throwing ideas around rather than something the character actually needs. I can see how it starts moving away from the core concept.
The character fantasy I'm aiming for isn't really a monk or elemental fighter. He's more of a brutal brawler/wrestler who relies on strength, grappling, toughness, and eventually a werebear bloodline. The Barbarian dip is mostly for Rage and the physical, primal feel rather than making Rage the entire focus of the build.
For the Fighter subclass I'm currently leaning toward Battle Master because maneuvers seem to fit the grappling, improvised weapons, and tavern-brawler style pretty well.
I think you're probably right that the cleaner option is to focus on the werebear progression itself rather than stacking extra elemental mechanics on top of it.
That's a fair. I'm actually a pretty new player, so part of this is me trying to figure out what would be balanced and what wouldn't.
The elemental aspect idea was mostly me throwing ideas around to make the werebear bloodline feel unique, but the more feedback I get, the more I think I might be overcomplicating it.
What I'm really looking for isn't spellcasting or elemental powers. I mostly want the werebear reveal to feel impactful and different from a normal Rage. Something like a limited transformation with a few physical benefits, natural weapons, maybe some temporary HP or movement bonuses, and a stronger full transformation later on.
The character is mainly a Fighter with a small Barbarian dip because I like the grappling, toughness, and primal feel of Rage, but I still want Fighter to be the core of the build.
I think my biggest concern is figuring out how to make the werebear progression feel meaningful without essentially creating an entire extra class.
That makes sense. The more feedback I get, the more I think I should avoid creating a whole subclass and instead treat the werebear side as story progression.
Would it be more balanced to keep the Fighter/Barbarian build mostly unchanged and have the DM gradually introduce werebear traits as the campaign progresses?
For example, starting with small things like heightened senses or instincts, then eventually gaining a limited hybrid form once per long rest that gives a few physical benefits such as temporary HP, advantage on Athletics checks, or natural weapon attacks.
My goal isn't to get free power or build an entire second class. I mostly want the werebear reveal to feel meaningful and tie into the character's backstory. Since I'm still pretty new to D&D, I'm trying to figure out what would feel balanced compared to what a character would normally gain from feats, subclasses, or magical items.
Does that sound reasonable, or would you handle a werebear character differently?
I'd definitely look at Path of the Fractured if you have access to it, and your DM is OK with it -- although you'd need to push it up to at least level 3 for it to really kick in
It would actually make Tavern Brawler somewhat redundant, so you could use that feat for something else
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Realize when you multiclass there is a chance that you will have some sort of redundancy or even one trait cancels another out. You can't rage if you are wearing heavy armor. You can get armor (light/medium) rating/bonus if you wear it or you get a different AC as a barbarian and no armor. There are a few others.
You need to look at the differences of a starting Barbarian and a multi class fighter or the opposite a starting fighter and a multi class Barbarian. Chances are you probably want to start as a Barbarian, and at 2nd (or later) level be a fighter.
I've actually taken a look at Path of the Fractured since you mentioned it, and honestly I really like the Jekyll-and-Hyde style transformation aspect of it.
The thing that's making me hesitate is that I don't really want my character's identity to revolve entirely around transforming or raging. What I'm aiming for is more of a gritty tavern-brawler/wrestler type character who can throw punches, grapple, and fight unarmed even when he's not transformed.
That's why I'm starting to wonder if a Fighter-based approach might fit the character better. I could still take the Unarmed Fighting style and keep the brawler aspect as my main thing, and then have the werebear side built into a subclass progression similar to Order of the Lycan rather than making it a separate mechanic on top of everything else.
The more I think about it, the more I feel like trying to combine Fighter, Barbarian, lycanthropy progression, and extra homebrew mechanics might be overcomplicating things.
Do you think a Fighter subclass inspired by a werebear bloodline would be easier to balance? If so, what kind of features would you expect it to get? Natural weapons, temporary HP, grappling bonuses, resistances while transformed, movement bonuses, things like that?
I'm still pretty new to D&D, so I'm mostly trying to figure out what would feel thematic without ending up overpowered.
That's a fair point. The more I've thought about it, and after reading some of the other replies, I think I was probably overcomplicating things.
As I mentioned in another reply, I'm starting to lean more towards just making a Fighter with a homebrew subclass built around a werebear bloodline, maybe taking some inspiration from something like Order of the Lycan, rather than trying to stack Fighter, Barbarian, lycanthropy mechanics, and additional homebrew features all on top of each other.
I think that would be a lot simpler to balance, easier for the DM to work with, and probably better for the rest of the party as well. It would let the character stay a gritty unarmed brawler at his core while having the werebear transformation and progression built directly into the subclass instead of feeling like a separate system.
I'm still very new to D&D, so I'm mostly trying to find the cleanest way to represent the character concept without making things unnecessarily complicated or accidentally overpowered.
Believe it or not, you may want to keep it simple (e.g. KISS) for the 1st game/campaign. Learn the rules and put it into practice. Along those lines, realize you will play more game/campaigns. You might even consider, to play a straight fighter, skip multiclass, skip the lycanthropy. Learn the unarmed and melee weaponry, learn the other fighter rules with this 1st character.
Once you have a good understanding, then for your 2nd character do the lycanthropy.