I have created a barbarian subclass, called the Path of the Titan. They are similar to the Hulk from Marvel Comics, but are more or less translated to D&D mechanics. Please give thoughts if you have any. It is probably OP in its current form, I've already nerfed it from its original form, but this is the basic idea:
Barbarians who follow the Path of the Titan learned this tradition from the giants of the realms, especially hill giants, frost giants, and ogres. These giants would use this style of raging to empower their attacks and destroy everything in their path, but when they taught this quasi-magical path of raging, those smaller creatures that learned it were able to make better use of this primal path. These creatures have learned how to turn rage into not merely a way of being effective in combat, it is a state of being and feeling indestructible. To these primal warriors, the anger that flows through their body while raging physically and mentally alters them. They grow in size, become practically unrivaled in raw strength, and become consumed by pure, unrelenting rage. This rage nearly drives them mad with anger, occasionally forcing them to attack allies and innocent bystanders.
Easily Triggered
At level 3, while you are not raging and a creature damages you, you may use your reaction to halve the damage yuo take and begin to rage. If the damage reduced you to 0 hit points, you regain hit points equal to your Constitution modifier at the start of your next turn and begin to rage.
Furious Transformation
Once you join this path at level 3, you become a monstrous, hulking creature of destruction, while you are raging. When you begin to rage, you gain the following benefits until your rage ends:
Your size becomes Large if you were Medium or Smaller.
Your creature type becomes Giant, if it wasn't already.
Your weapon attacks deal an extra 1d4 damage dice of the weapon's type. This damage dice increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at level 14, and 1d12 at level 18.
You gain an amount of temporary hit points at the start of each of your turns equal to your proficiency bonus.
While raging, if you end your turn without having taken damage, been attacked, or have attacked an object or creature since the start of your last turn, you must use your reaction immediately to move up to your speed towards the nearest creature and make an attack against them if they are within the reach or range of a weapon you are holding, making an improvised ranged weapon attack with an object you're holding or on your person if you don't have a thrown or ranged weapon in your hand. If there are no creatures near you, you must move towards and attack the nearest vehicle or structure. While raging, you have disadvantage on Intelligence checks or saving throws, and can only speak an amount of words each round equal to your Intelligence score.
Split Personalities
Beginning at 6th level, your complex mind makes fighting and living a strange experience. While charmed or frightened and not raging, you cannot begin to rage as long as the effect lasts. While raging, you are immune to being frightened and if you are charmed, you cannot end your rage until the effect ends. Your personalities diverge even more, the raging version becoming more angry and arrogant.
Self-Restraint
When you gain this feature at level 10, while you are raging, you can now distinguish friend from foe. When you end your turn without having taken damage, been attacked, or having attacked an object or creature since the start of your last turn, you may instead choose to move towards and attack the nearest enemy creature, structure, or vehicle instead of having to attack the nearest creature or object.
Indestructible
At 14th level, you are near impossible to kill. While raging, you are immune to bludgeoning, piercing, and slashing damage that is not dealt by magical weapons. You are also immune to poison, fire, and acid damage while raging.
This is an interesting Subclass. It seems very powerful but it's also quite risky to utilize that rage at lower levels, which I don't dislike. It adds an element in combat that the party may have to deal with if luck is not on their side. I'm unfortunately not very good when it comes to evaluating mechanical balance so I don't think I can provide that much of a constructive review but I don't see anything overtly disconnected from what you are going for.
Though this now makes me want to make a Dragon Barbarian so they can pit themselves against each other in a smaller scale reenactment of the Thousand Year War (Dragon-Giant war that took place in ancient Faerûn)
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
pretty cool. i don't really like the name of the first ability. but other than that its great. also, there is a minor typo (one that i make all the time)
At level 3, while you are not raging and a creature damages you, you may use your reaction to halve the damage yuo take and begin to rage. If the damage reduced you to 0 hit points, you regain hit points equal to your Constitution modifier at the start of your next turn and begin to rage.
This isn't remotely balanced. Furious Transformation alone pushes this path into major OP levels.
I am aware of that. Do you have any suggestions for making it balanced while achieving the theme of the subclass? I know that Furious Transformation is OP, but I don't really think any of the other abilities are ridiculously overpowered.
Any feedback other than things I already know?
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Please check out my homebrew, I would appreciate feedback:
That depends on how much you want this to emulate the Hulk (who's probably somewhere a CR 25 creature in 5E, depending on whether you're talking about Movie-Hulk or one of the Comic Book-Hulks) vs how much you want it to be balanced. Because to balance this path is going to take a lot of work.
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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.
That depends on how much you want this to emulate the Hulk (who's probably somewhere a CR 25 creature in 5E, depending on whether you're talking about Movie-Hulk or one of the Comic Book-Hulks) vs how much you want it to be balanced. Because to balance this path is going to take a lot of work.
I definitely want it balanced. It's inspired by Hulk, but not meant to be exactly like him. The "kill everything in sight" feature is meant to balance out some of its more powerful features. However, I agree that it needs a lot of scaling back, especially with Furious Transformation.
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Please check out my homebrew, I would appreciate feedback:
Hm, maybe a place to start would be to try and spread out some of the features from Furious Transformation to the level 6, 10 and/or 14 level feature to help offset how frontloaded the 3rd level feature is? Kind of like how the Totem Barbarian lets you add extra features to your rage as you level up.
Getting advantage on Strength checks and saves is redundant, as Rage already does that. Advantage on Con checks is probably irrelevant given that there's so few things aside from Concentration checks, and advantage on Con saves is overly good thanks to barbarians already having excellent Con saves. I'd recommend simply scrapping that feature.
Similarly, I'd scrap the strength boosts (entirely too good) and speed boost (also too good).
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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.
I had noticed the Strength check and saves redundancy earlier and had already edited that out. I also have just made the suggestions your recommended. Thanks!
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I have created a barbarian subclass, called the Path of the Titan. They are similar to the Hulk from Marvel Comics, but are more or less translated to D&D mechanics. Please give thoughts if you have any. It is probably OP in its current form, I've already nerfed it from its original form, but this is the basic idea:
Barbarians who follow the Path of the Titan learned this tradition from the giants of the realms, especially hill giants, frost giants, and ogres. These giants would use this style of raging to empower their attacks and destroy everything in their path, but when they taught this quasi-magical path of raging, those smaller creatures that learned it were able to make better use of this primal path. These creatures have learned how to turn rage into not merely a way of being effective in combat, it is a state of being and feeling indestructible. To these primal warriors, the anger that flows through their body while raging physically and mentally alters them. They grow in size, become practically unrivaled in raw strength, and become consumed by pure, unrelenting rage. This rage nearly drives them mad with anger, occasionally forcing them to attack allies and innocent bystanders.
Easily Triggered
At level 3, while you are not raging and a creature damages you, you may use your reaction to halve the damage yuo take and begin to rage. If the damage reduced you to 0 hit points, you regain hit points equal to your Constitution modifier at the start of your next turn and begin to rage.
Furious Transformation
Once you join this path at level 3, you become a monstrous, hulking creature of destruction, while you are raging. When you begin to rage, you gain the following benefits until your rage ends:
While raging, if you end your turn without having taken damage, been attacked, or have attacked an object or creature since the start of your last turn, you must use your reaction immediately to move up to your speed towards the nearest creature and make an attack against them if they are within the reach or range of a weapon you are holding, making an improvised ranged weapon attack with an object you're holding or on your person if you don't have a thrown or ranged weapon in your hand. If there are no creatures near you, you must move towards and attack the nearest vehicle or structure. While raging, you have disadvantage on Intelligence checks or saving throws, and can only speak an amount of words each round equal to your Intelligence score.
Split Personalities
Beginning at 6th level, your complex mind makes fighting and living a strange experience. While charmed or frightened and not raging, you cannot begin to rage as long as the effect lasts. While raging, you are immune to being frightened and if you are charmed, you cannot end your rage until the effect ends. Your personalities diverge even more, the raging version becoming more angry and arrogant.
Self-Restraint
When you gain this feature at level 10, while you are raging, you can now distinguish friend from foe. When you end your turn without having taken damage, been attacked, or having attacked an object or creature since the start of your last turn, you may instead choose to move towards and attack the nearest enemy creature, structure, or vehicle instead of having to attack the nearest creature or object.
Indestructible
At 14th level, you are near impossible to kill. While raging, you are immune to bludgeoning, piercing, and slashing damage that is not dealt by magical weapons. You are also immune to poison, fire, and acid damage while raging.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Dude.... the ink isn’t even dry on the last eleventeen subclasses yet. When was the last time you slept?
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It's not late where I live, and I sleep fine now. I know that I've created a lot, you don't have to give feedback if you don't want to.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
This is an interesting Subclass. It seems very powerful but it's also quite risky to utilize that rage at lower levels, which I don't dislike. It adds an element in combat that the party may have to deal with if luck is not on their side. I'm unfortunately not very good when it comes to evaluating mechanical balance so I don't think I can provide that much of a constructive review but I don't see anything overtly disconnected from what you are going for.
Though this now makes me want to make a Dragon Barbarian so they can pit themselves against each other in a smaller scale reenactment of the Thousand Year War (Dragon-Giant war that took place in ancient Faerûn)
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
This isn't remotely balanced. Furious Transformation alone pushes this path into major OP levels.
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.
pretty cool. i don't really like the name of the first ability. but other than that its great. also, there is a minor typo (one that i make all the time)
EDIT: also, furious transformation is pretty OP.
I am an average mathematics enjoyer.
>Extended Signature<
I am aware of that. Do you have any suggestions for making it balanced while achieving the theme of the subclass? I know that Furious Transformation is OP, but I don't really think any of the other abilities are ridiculously overpowered.
Any feedback other than things I already know?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That depends on how much you want this to emulate the Hulk (who's probably somewhere a CR 25 creature in 5E, depending on whether you're talking about Movie-Hulk or one of the Comic Book-Hulks) vs how much you want it to be balanced. Because to balance this path is going to take a lot of work.
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.
I definitely want it balanced. It's inspired by Hulk, but not meant to be exactly like him. The "kill everything in sight" feature is meant to balance out some of its more powerful features. However, I agree that it needs a lot of scaling back, especially with Furious Transformation.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hm, maybe a place to start would be to try and spread out some of the features from Furious Transformation to the level 6, 10 and/or 14 level feature to help offset how frontloaded the 3rd level feature is? Kind of like how the Totem Barbarian lets you add extra features to your rage as you level up.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Getting advantage on Strength checks and saves is redundant, as Rage already does that. Advantage on Con checks is probably irrelevant given that there's so few things aside from Concentration checks, and advantage on Con saves is overly good thanks to barbarians already having excellent Con saves. I'd recommend simply scrapping that feature.
Similarly, I'd scrap the strength boosts (entirely too good) and speed boost (also too good).
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.
I had noticed the Strength check and saves redundancy earlier and had already edited that out. I also have just made the suggestions your recommended. Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms