I want to get my homebrew subclass reviewed without having to post it to dndbeyond (It is very annoying to use.)- or worse, something like dandwiki. How can I do this?
I see a lot of people publishing in reddit and than publish the front cape of the homebrew in pinterest, that will link to your reddit post, and than I think you just write the right tags about dnd stuff and homebrew. I think it is a good way of doing it, the other way is asking friends, I am always done to see more barbarian subclasses, i would love to see how it is!
The path of Audacity is a path only the most confident barbarians follow. When a barbarian of Audacity enters a room, he enters the room violently. The first moments of a battle is where these barbarians shine- using unrivaled aggression to violently bash enemies, leaving a trail of destruction. Aggression Points At 3rd level when you pick this subclass, your audacity manifests itself as aggression points. When you rage, you lose any aggression points you already had, and you gain aggression points equal to your proficiency bonus, which fuel the following abilities: Mad Attack: For one aggression point, attack as a bonus action. This must be an attack that uses STR. Resilient: For one aggression point, you may gain temporary hit points equal to your level + your CON mod, as a bonus action. While you have these temporary hit points, enemies that damage you with melee weapon attacks or unarmed strikes while you are raging take bludgeoning damage equal to your CON mod. These temporary hit points are lost when your rage ends. If you use this ability when not raging, the temporary hit points are lost next time you rage, and you do not damage your foes when they damage you. Restless Aggression Also at 3rd level, if you run out of aggression points and are still raging, you may choose to gain one level of exhaustion, and gain twice your proficiency bonus worth of aggression points. When you take a short rest, one exhaustion level gained from this feature is removed. While raging, you ignore all levels of exhaustion caused by this feature. 6th Level: At 6th Level, you gain additional uses for your aggression points. MadRush: For up to four aggression points, as an action, move up to twice your movement speed towards a target, during this movement, you may pick up or draw as many improvised weapons as you like, and you make an amount of improvised weapon attacks equal to aggression points spent. During this movement, no enemy can make opportunity attacks.
Adrenaline: For one aggression point, you, or an ally of your choice within 60 feet, may gain advantage on an initiative check.
Challenge: For one aggression point, while raging, you may taunt an enemy within 30 feet as a bonus action. The target has disadvantage on any attack not against you. Both you and the target ignore each other’s resistances, unless the target, or you, decide otherwise. This effect ends when your rage ends. Unyielding Aggression Also at 6th level, whenever you use Restless Aggression, you may instead give up a hit die, to not gain a level of exhaustion. This only grants the number rolled on the hit die worth of aggression points, with a maximum of twice your proficiency bonus gained. 10th level: Outrageous Audacity At 10th level, your incredible audacity surprises both in and out of combat. -The first enemy you hit with a melee attack that has not yet taken a turn in combat cannot attack this round. -If you use any Barbarian or Barbarian subclass’ active ability, as in, any ability that must be activated, you provide advantage on all checks made to interact socially, or uncover hidden intents.
14th level:
At 14th level, you gain additional uses for your aggression points: Mad Awakening: For five aggression points, as a reaction to recovering from 0 hit points, you may rage without expending a usage of rage, this rage does not let you regain your aggression points, nor does it remove your previous ones, if any. This rage starts the moment you use your reaction. You let out a primal scream, any creature within 600 feet can hear this scream, any creature that is prone or unconscious within 60 feet is awakened and on their feet, any ally within 30 feet with less then one hit point gains one hit point, and any creature within 5 feet is deafened until the start of your next turn. Execute: For four aggression points, as part of a critical hit against a bloodied foe, the bloodied foe is instantly reduced to 0 hp on a failed CON save. (DC=8+STR mod+Proficiency Bonus,) Mighty Upheaval: For up to twelve aggression points, with a minimum of two spent, you make a melee or thrown weapon attack as an action. This attack must target an object or structure. On a hit, the attack’s damage is multiplied by the amount of aggression points spent, and ignores all resistances and immunities. If you miss, you may use your next action to try this attack again, and can continue using actions to do so until you hit. Inspiring Audacity Also at 14th level, your audacity has risen to new heights, inspiring your allies. Whenever you spend aggression points, all allies within 30 feet gain temporary hit points equal to twice the amount of aggression points spent.
Resilient: - OP this should require an Action or needs to have the number of tmp hp drastically reduced or aggression points should only recharge on a SR.
Restless Aggression - This is way too many aggression points, more than they will ever use at this level which makes having them have to track everything a waste of everyone's time. If you intend of them to use aggression stuff every turn just have them be resourceless always-on abilities and save everyone the trouble. Otherwise nerf this so that aggression points really are limiting.
MadRush: - Interesting idea, but Mad Attack is almost always going to be better.
Adrenaline: - I'm confused how this is supposed to work since you don't have any aggression points until you rage. Also Barb base class gets Adv on initiative anyway making this redundant.
Challenge: - I don't understand how the "ignore resistances unless you/they decide otherwise" is supposed to work, do I the barbarian decide whether they are affected by my resistance? Or do I decide if I am affected by their resistance? either way it seems like a false choice if the former the answer is always yes, if the latter than the answer is always no, so why make it a choice at all?
Unyielding Aggression: - see Restless aggression Outrageous Audacity - The "can't attack" bit is clear, but I have no idea what the second point is supposed to do? Like if I recklessly attack the wall, that gives my allies advantage to lie to someone?
Mad Awakening: This seems to a terrible idea unless I'm out of rages...
Execute: - "bloodied" is not a defined term in 5e.
Mighty Upheaval: Fine.
Inspiring Audacity - Waste of time, I'm rarely spending more than 1 point at a time, and 2 temporary hit points is basically irrelevant at these levels so in actual play I would not bother keeping track of this.
Resilient - I will change it to be an action to activate. Restless Aggression - This does give you exhaustion, so whenever you are not raging, you would be quite ineffective, as having exhaustion is very bad in 5e. Is it still too powerful? Mad rush: What if you are too far away? Or facing a lot of very very weak enemies? Adrenaline: You get this ability before that one, this ability works on allies, and aggression points are only lost when you rage again, not when your rage runs out. Challenge: I resist all 3 damage types most mundane weapons do. If the enemy does not resist bludgeoning, and I have a maul, I want to ignore this part of challenge. If the enemy resisted bludgeoning, it might decide to ignore this part of challenge, it does fire damage anyways. Either of us can veto the ignoring resistance part of challenge. Unyielding Aggression: Is 1d12 too many? And a hit die in cost? Outrageous Audacity: Yes. Recklessly attack the wall, rage, do barbarian stuff. You shock the NPCs so much, your allies gain advantage. Mad Awakening: hehehe Execute: I will change it to 'half health or less', hopefully your DM gives you a visual indicator. Inspiring Audacity: You are never going to use a maxed out mighty upheaval? Mad rush? Execute? Should I increase the amount of temporary hp? Triple?
Sorry I still don't understand how Challenge resistance is supposed to work. - Who is deciding who's resistance do / don't get ignored?
I'm a Barbarian with a Flametongue Greatsword, fighting a ghost with resistance to fire damage and using a spear to deal piercing damage.
Can I, the Barbarian, decide to ignore the ghost's resistance as part of the challenge? or do I, the Barbarian, decide whether the ghost gets to ignore my resistance to piercing damage?
[Also how do I know what damage resistance the enemy has? In general that wouldn't be common player knowledge.]
If it requires mutual agreement, then it will always be in the enemy's favour because the DM controls the enemy and they know what my - the Barbarian's - resistances are, what damage types I deal, what resistances the enemy has, and what damage types the enemy deals, but I, the Barbarian, don't know what the resistances are of the enemy, nor what damage types they deal, thus I, the Barbarian, will always be at disadvantage.
Restless Aggression - This does give you exhaustion, so whenever you are not raging, you would be quite ineffective, as having exhaustion is very bad in 5e. Is it still too powerful?
The exhaustion is generally irrelevant. Because you're only going to need to use this when your in a dangerous enough fight that your party will need a short rest at the end otherwise. And as for out-of-combat use, why would anyone do that? There's no out-of-combat use for Aggression Points until 14th level, and even then it's a very niche situation.
Mad rush: What if you are too far away? Or facing a lot of very very weak enemies?
Mad rush gives you 1 additional attack over what you could have by spending only a single aggression point, and each of those attacks is far far weaker than your regular attacks since you're likely to have a +1 weapon by the time you get this. This leaves the only use for Mad Rush for the situation where you are far away and choose to use it instead of Dashing. But 4 aggression points for a free Dash? That seems a really terrible trade.
Adrenaline: You get this ability before that one, this ability works on allies, and aggression points are only lost when you rage again, not when your rage runs out.
Oh so Adrenaline is supposed to be a "Oh so you finished combat with some aggression points left over? here's something you can spend them on." ability.
My main question for you is: "Are aggression points supposed to be a limited resource?" - should I the player using this subclass supposed to ration my use of aggression points and have to make tough decisions on what and when I do or don't use them? If they aren't supposed to limit my actions - to force be to choose when I use my abilities - they why have aggression points at all? And if they are supposed to limit my actions, then why is it so easy to get more of them on the fly mid combat?
Challenge definitely is flawed for most games. I will remove ignoring resistances entirely.
When designing restless aggression, I forget most players don't do gritty realism for short and long rests- I will change it to '~8 hours without combat or travel' so it works for both rest styles, though it definitely doesn't sound official, it does not have to. Alternatively, what if you can only use this ability once per long rest? Or you can only regain exhaustion once per long rest?
Mad Rush: How can I improve this? Lower cost? I need to make sure it isn't too powerful if someone gets a fighting style, via multiclassing or feats. (neither of which are automatically existent in dnd) Note it does say up to 4 points- you could spend one and still move twice your speed towards an enemy, before normal movement comes into play.
My main question for you is: "Are aggression points supposed to be a limited resource?" - should I the player using this subclass supposed to ration my use of aggression points and have to make tough decisions on what and when I do or don't use them? If they aren't supposed to limit my actions - to force be to choose when I use my abilities - they why have aggression points at all? And if they are supposed to limit my actions, then why is it so easy to get more of them on the fly mid combat?
I want aggression points to be a burst of power near the start of combat, tied to your rages. I want a way to regain aggression points, and exhaustion/hit die seems the best source. Should I remove one of the sources? Decrease the amount granted?
My main question for you is: "Are aggression points supposed to be a limited resource?" - should I the player using this subclass supposed to ration my use of aggression points and have to make tough decisions on what and when I do or don't use them? If they aren't supposed to limit my actions - to force be to choose when I use my abilities - they why have aggression points at all? And if they are supposed to limit my actions, then why is it so easy to get more of them on the fly mid combat?
I want aggression points to be a burst of power near the start of combat, tied to your rages. I want a way to regain aggression points, and exhaustion/hit die seems the best source. Should I remove one of the sources? Decrease the amount granted?
Why do you want an ability to regain them? You get them each time you rage, so you always have then for every combat already. The only reason to have a mechanism to regain them is if you want them to never run out even in super long combats. Is that what you want? For the abilities to just be always available to be used?
I see two ways to do this: 1) you get a fixed amount at the start of each rage and have no way to regain them. 2) you get a fixed amount at the start of each day and then have a couple ways to regain them.
If you both get them at the start of each rage and can regain them mid combat, then why not just get rid of the points and make all the abilities unlimited use and have it so that it is the action economy that limits how often / how much they can be used?
Or if that still isn't clear, how often should the Barbarian using this subclass be using abilities the use aggression points? Should they be using them every turn? Should they use them once or twice per battle at critical times? Should they use them a few times per day to great effect?
Combat in 5e lasts around ~3 rounds. If you use Mad Attack every round, which I assume most will, levels 3 and 4 you will run out of points before combat ends. Perhaps I change the amount you get each rage to double proficiency, and remove Restless Aggression. (Maybe replacing it with a ribbon ability?)
I want aggression points to last the combat and you may have some extra left over to beat up stragglers with mad attack.
I can also remove Unyielding Aggression, or limit it further. Perhaps it could be replaced with an expensive way to regain aggression points when you run out of rage uses.
Combat in 5e lasts around ~3 rounds. If you use Mad Attack every round, which I assume most will, levels 3 and 4 you will run out of points before combat ends. Perhaps I change the amount you get each rage to double proficiency, and remove Restless Aggression. (Maybe replacing it with a ribbon ability?)
I want aggression points to last the combat and you may have some extra left over to beat up stragglers with mad attack.
I can also remove Unyielding Aggression, or limit it further. Perhaps it could be replaced with an expensive way to regain aggression points when you run out of rage uses.
If you want to aggression points to last the whole combat with some left over then why have them at all? Why not just have the abilities be at will and only limited by the action economy?
e.g.
Aggression
At 3rd level when you pick this subclass, your audacity enables you to rapidly act while in combat. When you rage, you gain the following abilities:
Mad Attack: You can make one attack as a bonus action. This must be an attack that uses STR.
Resilient: You can gain temporary hit points equal to your CON mod as a bonus action.
Mad Rush: You take the Dash action as a bonus action. During this movement you have proficiency in improvised weapons and may pick up or draw them as a free action.
Audacious Adrenaline
At 6th level, as an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Daring Challenge
At 6th level, while you are raging, you can use a bonus action to taunt an enemy within 30 feet of yourself. The target has disadvantage on any attack not against you. This effect ends when your rage ends or if you use this feature again.
10th level: Shocking Audacity At 10th level, your incredible audacity surprises both in and out of combat.
During the first round of combat, the first enemy you hit with a melee attack gains the Surprised condition if they have not yet acted this combat.
When you activate your Reckless Attack ability, you grant you and your allies within 30 ft of you advantage on Intimidation checks, whereas enemies within 30 ft of you have disadvantage on Deception checks. These benefits last for 1 minute.
Siege Monster
Starting at 10th level, while you are raging you deal double damage to objects and structures. You may overexert yourself and choose to gain one level of exhaustion when you hit an object or structure with a melee weapon attack to deal four times damage to the target.
14th level:
Mad Awakening:
When you reach 14th level, when you recover from being unconscious, you can use your reaction to rage without expending a usage of rage. As part of this rage you must let out a primal scream (if you cannot scream you cannot use this ability), any creature within 600 feet can hear this scream. Any creature that hears this scream wakes from being unconscious, gaining 1 hit point if they had 0 hit points, and can use their reaction to stand up if they are prone. Any creature within 5 feet is deafened until the start of your next turn. Once you use this ability you cannot use it again until you finish a long rest.
Execute:
At 14th level, when you roll a critical hit against a creature with fewer than half their hit points remaining, that creature must make a Constitution saving throw (DC=8+your Strength modifier + your proficiency bonus). On a failure, the target is instantly reduced to 0 hp, amorphous creatures or creatures without a head automatically succeed this saving throw.
Inspiring Resilience Also at 14th level, your audacity has risen to new heights, inspiring your allies. Whenever you use your Resilient Aggression ability, each ally within 60 feet of you gains temporary hit points equal to double your Constitution modifier.
There are only 2 problems I can see. Compare this to the berserker, who must spend exhaustion to do the same thing. Instead, make mad attack have a cost of 1 and same with resilient. Otherwise I like this, and no other ability needs a point cost. Aggression should scale with amounts of rages, not proficiency. I really like how you implemented my ideas into more clear dnd sounding wordings. Level 10 seems balanced unless your entire party is composed of rogue assassins. I also think your version of execution is clear and balanced for most games. Inspiring Resilience will rely on resilient. The double con should only apply to allies, to fulfill the defender role better.
The 2nd problem is... Points are fun! :D
To summarize: Mad Attack and Resilient cost 1 point. You have an amount of points equal to your amount of rages. (Barbarian capstone may be powerful, but never as powerful as a twilight cleric.)
I want to get my homebrew subclass reviewed without having to post it to dndbeyond (It is very annoying to use.)- or worse, something like dandwiki. How can I do this?
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
I see a lot of people publishing in reddit and than publish the front cape of the homebrew in pinterest, that will link to your reddit post, and than I think you just write the right tags about dnd stuff and homebrew. I think it is a good way of doing it, the other way is asking friends, I am always done to see more barbarian subclasses, i would love to see how it is!
You could just post it here to this subforum instead of making it in the dndbeyond homebrew tool.
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The path of Audacity is a path only the most confident barbarians follow. When a barbarian of Audacity enters a room, he enters the room violently. The first moments of a battle is where these barbarians shine- using unrivaled aggression to violently bash enemies, leaving a trail of destruction.
Aggression Points
At 3rd level when you pick this subclass, your audacity manifests itself as aggression points. When you rage, you lose any aggression points you already had, and you gain aggression points equal to your proficiency bonus, which fuel the following abilities:
Mad Attack: For one aggression point, attack as a bonus action. This must be an attack that uses STR.
Resilient: For one aggression point, you may gain temporary hit points equal to your level + your CON mod, as a bonus action. While you have these temporary hit points, enemies that damage you with melee weapon attacks or unarmed strikes while you are raging take bludgeoning damage equal to your CON mod. These temporary hit points are lost when your rage ends. If you use this ability when not raging, the temporary hit points are lost next time you rage, and you do not damage your foes when they damage you.
Restless Aggression
Also at 3rd level, if you run out of aggression points and are still raging, you may choose to gain one level of exhaustion, and gain twice your proficiency bonus worth of aggression points. When you take a short rest, one exhaustion level gained from this feature is removed. While raging, you ignore all levels of exhaustion caused by this feature.
6th Level:
At 6th Level, you gain additional uses for your aggression points.
Mad Rush: For up to four aggression points, as an action, move up to twice your movement speed towards a target, during this movement, you may pick up or draw as many improvised weapons as you like, and you make an amount of improvised weapon attacks equal to aggression points spent. During this movement, no enemy can make opportunity attacks.
Adrenaline: For one aggression point, you, or an ally of your choice within 60 feet, may gain advantage on an initiative check.
Challenge: For one aggression point, while raging, you may taunt an enemy within 30 feet as a bonus action. The target has disadvantage on any attack not against you. Both you and the target ignore each other’s resistances, unless the target, or you, decide otherwise. This effect ends when your rage ends.
Unyielding Aggression
Also at 6th level, whenever you use Restless Aggression, you may instead give up a hit die, to not gain a level of exhaustion. This only grants the number rolled on the hit die worth of aggression points, with a maximum of twice your proficiency bonus gained.
10th level:
Outrageous Audacity
At 10th level, your incredible audacity surprises both in and out of combat.
-The first enemy you hit with a melee attack that has not yet taken a turn in combat cannot attack this round.
-If you use any Barbarian or Barbarian subclass’ active ability, as in, any ability that must be activated, you provide advantage on all checks made to interact socially, or uncover hidden intents.
14th level:
At 14th level, you gain additional uses for your aggression points:
Mad Awakening: For five aggression points, as a reaction to recovering from 0 hit points, you may rage without expending a usage of rage, this rage does not let you regain your aggression points, nor does it remove your previous ones, if any. This rage starts the moment you use your reaction. You let out a primal scream, any creature within 600 feet can hear this scream, any creature that is prone or unconscious within 60 feet is awakened and on their feet, any ally within 30 feet with less then one hit point gains one hit point, and any creature within 5 feet is deafened until the start of your next turn.
Execute: For four aggression points, as part of a critical hit against a bloodied foe, the bloodied foe is instantly reduced to 0 hp on a failed CON save. (DC=8+STR mod+Proficiency Bonus,)
Mighty Upheaval: For up to twelve aggression points, with a minimum of two spent, you make a melee or thrown weapon attack as an action. This attack must target an object or structure. On a hit, the attack’s damage is multiplied by the amount of aggression points spent, and ignores all resistances and immunities. If you miss, you may use your next action to try this attack again, and can continue using actions to do so until you hit.
Inspiring Audacity
Also at 14th level, your audacity has risen to new heights, inspiring your allies.
Whenever you spend aggression points, all allies within 30 feet gain temporary hit points equal to twice the amount of aggression points spent.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Resilient: - OP this should require an Action or needs to have the number of tmp hp drastically reduced or aggression points should only recharge on a SR.
Restless Aggression - This is way too many aggression points, more than they will ever use at this level which makes having them have to track everything a waste of everyone's time. If you intend of them to use aggression stuff every turn just have them be resourceless always-on abilities and save everyone the trouble. Otherwise nerf this so that aggression points really are limiting.
Mad Rush: - Interesting idea, but Mad Attack is almost always going to be better.
Adrenaline: - I'm confused how this is supposed to work since you don't have any aggression points until you rage. Also Barb base class gets Adv on initiative anyway making this redundant.
Challenge: - I don't understand how the "ignore resistances unless you/they decide otherwise" is supposed to work, do I the barbarian decide whether they are affected by my resistance? Or do I decide if I am affected by their resistance? either way it seems like a false choice if the former the answer is always yes, if the latter than the answer is always no, so why make it a choice at all?
Unyielding Aggression: - see Restless aggression
Outrageous Audacity - The "can't attack" bit is clear, but I have no idea what the second point is supposed to do? Like if I recklessly attack the wall, that gives my allies advantage to lie to someone?
Mad Awakening: This seems to a terrible idea unless I'm out of rages...
Execute: - "bloodied" is not a defined term in 5e.
Mighty Upheaval: Fine.
Inspiring Audacity - Waste of time, I'm rarely spending more than 1 point at a time, and 2 temporary hit points is basically irrelevant at these levels so in actual play I would not bother keeping track of this.
Resilient - I will change it to be an action to activate.
Restless Aggression - This does give you exhaustion, so whenever you are not raging, you would be quite ineffective, as having exhaustion is very bad in 5e. Is it still too powerful?
Mad rush: What if you are too far away? Or facing a lot of very very weak enemies?
Adrenaline: You get this ability before that one, this ability works on allies, and aggression points are only lost when you rage again, not when your rage runs out.
Challenge: I resist all 3 damage types most mundane weapons do. If the enemy does not resist bludgeoning, and I have a maul, I want to ignore this part of challenge. If the enemy resisted bludgeoning, it might decide to ignore this part of challenge, it does fire damage anyways. Either of us can veto the ignoring resistance part of challenge.
Unyielding Aggression: Is 1d12 too many? And a hit die in cost?
Outrageous Audacity: Yes. Recklessly attack the wall, rage, do barbarian stuff. You shock the NPCs so much, your allies gain advantage.
Mad Awakening: hehehe
Execute: I will change it to 'half health or less', hopefully your DM gives you a visual indicator.
Inspiring Audacity: You are never going to use a maxed out mighty upheaval? Mad rush? Execute? Should I increase the amount of temporary hp? Triple?
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Sorry I still don't understand how Challenge resistance is supposed to work. - Who is deciding who's resistance do / don't get ignored?
I'm a Barbarian with a Flametongue Greatsword, fighting a ghost with resistance to fire damage and using a spear to deal piercing damage.
Can I, the Barbarian, decide to ignore the ghost's resistance as part of the challenge? or do I, the Barbarian, decide whether the ghost gets to ignore my resistance to piercing damage?
[Also how do I know what damage resistance the enemy has? In general that wouldn't be common player knowledge.]
If it requires mutual agreement, then it will always be in the enemy's favour because the DM controls the enemy and they know what my - the Barbarian's - resistances are, what damage types I deal, what resistances the enemy has, and what damage types the enemy deals, but I, the Barbarian, don't know what the resistances are of the enemy, nor what damage types they deal, thus I, the Barbarian, will always be at disadvantage.
The exhaustion is generally irrelevant. Because you're only going to need to use this when your in a dangerous enough fight that your party will need a short rest at the end otherwise. And as for out-of-combat use, why would anyone do that? There's no out-of-combat use for Aggression Points until 14th level, and even then it's a very niche situation.
Mad rush gives you 1 additional attack over what you could have by spending only a single aggression point, and each of those attacks is far far weaker than your regular attacks since you're likely to have a +1 weapon by the time you get this. This leaves the only use for Mad Rush for the situation where you are far away and choose to use it instead of Dashing. But 4 aggression points for a free Dash? That seems a really terrible trade.
Oh so Adrenaline is supposed to be a "Oh so you finished combat with some aggression points left over? here's something you can spend them on." ability.
My main question for you is: "Are aggression points supposed to be a limited resource?" - should I the player using this subclass supposed to ration my use of aggression points and have to make tough decisions on what and when I do or don't use them? If they aren't supposed to limit my actions - to force be to choose when I use my abilities - they why have aggression points at all? And if they are supposed to limit my actions, then why is it so easy to get more of them on the fly mid combat?
Challenge definitely is flawed for most games. I will remove ignoring resistances entirely.
When designing restless aggression, I forget most players don't do gritty realism for short and long rests- I will change it to '~8 hours without combat or travel' so it works for both rest styles, though it definitely doesn't sound official, it does not have to. Alternatively, what if you can only use this ability once per long rest? Or you can only regain exhaustion once per long rest?
Mad Rush: How can I improve this? Lower cost? I need to make sure it isn't too powerful if someone gets a fighting style, via multiclassing or feats. (neither of which are automatically existent in dnd) Note it does say up to 4 points- you could spend one and still move twice your speed towards an enemy, before normal movement comes into play.
Adrenaline: Yes. Is that bad?
I want aggression points to be a burst of power near the start of combat, tied to your rages. I want a way to regain aggression points, and exhaustion/hit die seems the best source. Should I remove one of the sources? Decrease the amount granted?
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Why do you want an ability to regain them? You get them each time you rage, so you always have then for every combat already. The only reason to have a mechanism to regain them is if you want them to never run out even in super long combats. Is that what you want? For the abilities to just be always available to be used?
I see two ways to do this:
1) you get a fixed amount at the start of each rage and have no way to regain them.
2) you get a fixed amount at the start of each day and then have a couple ways to regain them.
If you both get them at the start of each rage and can regain them mid combat, then why not just get rid of the points and make all the abilities unlimited use and have it so that it is the action economy that limits how often / how much they can be used?
Or if that still isn't clear, how often should the Barbarian using this subclass be using abilities the use aggression points? Should they be using them every turn? Should they use them once or twice per battle at critical times? Should they use them a few times per day to great effect?
Combat in 5e lasts around ~3 rounds. If you use Mad Attack every round, which I assume most will, levels 3 and 4 you will run out of points before combat ends. Perhaps I change the amount you get each rage to double proficiency, and remove Restless Aggression. (Maybe replacing it with a ribbon ability?)
I want aggression points to last the combat and you may have some extra left over to beat up stragglers with mad attack.
I can also remove Unyielding Aggression, or limit it further. Perhaps it could be replaced with an expensive way to regain aggression points when you run out of rage uses.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
Are you going to send an updated version soon? This subclass really intrigues me and I’m excited to see where it goes!
If you want to aggression points to last the whole combat with some left over then why have them at all? Why not just have the abilities be at will and only limited by the action economy?
e.g.
Aggression
At 3rd level when you pick this subclass, your audacity enables you to rapidly act while in combat. When you rage, you gain the following abilities:
Audacious Adrenaline
At 6th level, as an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Daring Challenge
At 6th level, while you are raging, you can use a bonus action to taunt an enemy within 30 feet of yourself. The target has disadvantage on any attack not against you. This effect ends when your rage ends or if you use this feature again.
10th level:
Shocking Audacity
At 10th level, your incredible audacity surprises both in and out of combat.
Siege Monster
Starting at 10th level, while you are raging you deal double damage to objects and structures. You may overexert yourself and choose to gain one level of exhaustion when you hit an object or structure with a melee weapon attack to deal four times damage to the target.
14th level:
Mad Awakening:
When you reach 14th level, when you recover from being unconscious, you can use your reaction to rage without expending a usage of rage. As part of this rage you must let out a primal scream (if you cannot scream you cannot use this ability), any creature within 600 feet can hear this scream. Any creature that hears this scream wakes from being unconscious, gaining 1 hit point if they had 0 hit points, and can use their reaction to stand up if they are prone. Any creature within 5 feet is deafened until the start of your next turn. Once you use this ability you cannot use it again until you finish a long rest.
Execute:
At 14th level, when you roll a critical hit against a creature with fewer than half their hit points remaining, that creature must make a Constitution saving throw (DC=8+your Strength modifier + your proficiency bonus). On a failure, the target is instantly reduced to 0 hp, amorphous creatures or creatures without a head automatically succeed this saving throw.
Inspiring Resilience
Also at 14th level, your audacity has risen to new heights, inspiring your allies. Whenever you use your Resilient Aggression ability, each ally within 60 feet of you gains temporary hit points equal to double your Constitution modifier.
Sorry for the long delay.
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court
There are only 2 problems I can see. Compare this to the berserker, who must spend exhaustion to do the same thing. Instead, make mad attack have a cost of 1 and same with resilient. Otherwise I like this, and no other ability needs a point cost. Aggression should scale with amounts of rages, not proficiency. I really like how you implemented my ideas into more clear dnd sounding wordings. Level 10 seems balanced unless your entire party is composed of rogue assassins. I also think your version of execution is clear and balanced for most games. Inspiring Resilience will rely on resilient. The double con should only apply to allies, to fulfill the defender role better.
The 2nd problem is... Points are fun! :D
To summarize: Mad Attack and Resilient cost 1 point. You have an amount of points equal to your amount of rages. (Barbarian capstone may be powerful, but never as powerful as a twilight cleric.)
no
https://www.dndbeyond.com/forums/off-topic/forum-games/181058-the-court