Where the line between the martial and natural strength blurs, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to age-old instincts that transcends species. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures, who act on little but their base urges.
Barbarians who set foot on this path wield the strengths of beasts and monsters with their bare hands. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a primitive conciousness. You can tap deeper into your trance to use the abilities of beasts and monsters against your foes.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. If a feral action replaces an attack, you can only replace a single attack per turn. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to tap into your trance is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Battering
Prerequisite: 6th level
You unleash a ogre battering ram's destructive might. When you hit an object or structure with an unarmed strike or feral action, you can expend 2 trance points to deal double damage.
Bloody Rampage
Prerequisite: 6th level
You can be as relentless as a gray render. When you take damage, you can spend 3 trance points points to make an unarmed strike against the creature that dealt this damage as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 2d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Claw
You have an iron grip like the giant crab. Immediately after you hit a creature with a melee attack on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 2 trance points to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until the start of your next turn or until this grapple ends.
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Fling
Prerequisite: 14th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to 5 + 5 times your Strength modifier in feet away from you and take 1d6 bludgeoning damage per 10 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 3 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make a melee attack on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet, a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your bonus action to deal 1d12 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
If Seething reduces your maximum hit points to 0, you die instantly.
Stomp
You trample over your enemies like the elephant does. When you make a melee attack against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with a melee attack during the first round of combat, you can expend 1 trance point to deal an additional 2d6 damage of the same type.
Thunderous Slam
Prerequisite: 10th level
You channel the thunderous power of a storm giant. As an action, you can expend 4 trance points to strike the ground, triggering a thunderclap. Each creature within 15 feet of you must make a Constitution saving throw or take 1d10 + your Strength modifier in thunder damage and be deafened until the end of your next turn. On a successful save, the creature takes half damage and is not deafened.
Trampling Charge
Prerequisite: 10th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the mammoth, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Primal Strike
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier on a hit. Your unarmed strikes and feral actions count as simple weapons and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you aren’t wielding any weapons or a shield and take the attack action on your turn, you can use your bonus action to make an additional unarmed strike. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Beast of Prey
Your Feral Trance imbues you with the tenacity of a predator stalking their prey. As an action, choose one creature that you can sense. For 1 hour, until your target dies or you choose to end the effect (no action required), you know the targeted creature's direction and distance from you while it is within the same plane of existence as you. You can see your target even if it is invisible and it has disadvantage on its stealth roll to hide from you.
Once per turn when you make an attack or damage roll against your target, add half your proficiency bonus (rounded down) to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You have disadvantage on attack rolls against any other creature during this time.
When you use this feature, you cannot use it again until you finish a short rest.
Where the line between the martial and natural strength fades, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to forgotten instincts that existed before language. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures who thrive purely on instinct.
Barbarians who set foot on this path eschew weapons in favour of brandishing their bare hands, in which they wield the strength of beasts and monsters. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Primal Strike
At 3rd level, you learn to fight effectively with nothing but your bare hands. If you aren’t wielding any weapons or a shield, your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
When you make a unarmed strike or use a feral action, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a more primitive conciousness. You can tap deeper into your trance to use the primitive abilities of beasts and monsters.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to do so is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 3d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 1 trance point to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until this grapple ends.
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Ferocious Seething
Prerequisite: 10th level, Seething (Feral Trance)
When you use Seething, you can make additional attacks to yourself up to your Strength modifier. You gain 1 additional trance point per attack while your current trance points are below their maximum.
Fling
Prerequisite: 10th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to five times your Strength modifier in feet away from you and take 1d4 bludgeoning damage per 5 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 2 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make an unarmed strike on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Moan
Prerequisite: 6th level
You mimic the moan of a cloaker. As a bonus action, you can expend 3 trance points to let out a disturbing shriek. You choose number of creatures up to your Strength modifier within 10 feet of you and can hear you. They must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature's saving throw is successful, the creature is immune to the this moan for the next 24 hours.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pincer
You have an iron grip like the chuul. Immediately after you hit a creature with an unarmed strike on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet and a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your action to deal 1d10 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
Stomp
You trample over your enemies like the elephant does. When making an unarmed strike against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with an unarmed strike during the first round of combat, you can expend 1 trance point to deal an additional 2d6 bludgeoning damage.
Trampling Charge
Prerequisite: 14th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the Polukranos, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Vicious Reprisal
Prerequisite: 6th level
You can be as unforgiving as a white abishai. When you take damage, you can spend 3 trance points points to make an unarmed strike against a creature within 5 feet as a reaction. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Ferocious Strength
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes and feral actions count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you make a Primal Strike or substitute an attack with a feral action on your turn, you can use a bonus action to make another unarmed strike. You may also make this unarmed strike as part of the bonus action you take to enter your rage.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Force of Nature
Starting 14th level, your Feral Trance deepens beyond instinct and connects to the fabric of the plane itself. Your concious brushes against the Weave and a sliver or thread of arcane magic envelops your body permanently. You gain the following benefits:
You can choose to deal force damage with your Primal Strike and Feral Trance abilities.
You gain resistance to force damage.
You cannot be disintegrated. If are reduced to 0 hit points by an effect as the Disintegrate spell or a Beholder's Disintegration Ray, you fall unconscious instead.
Additionally, methods such as Detect Magic can now sense your presence, but recognise no school of magic.
If you want to learn more about my process, goals and ponderings before (or after) diving in, read on.
The Why:
I have always loved the fantasy of the barbarian. Drunk on the thrill of battle, you rip off your shirt and trade blows with the likes of dragons! What's not to love? For me, that's unfortunately playing as one.
While barbarians certainly can scramble, they are a bit too straightforward for my tastes. Their martial contemporary, the fighter, has certain subclasses that work around a more basic base class. Notably the Battle Master adds strategic and fun options. Still, the fighter doesn't take a Cloud Giant's morningstar to their naked chest and then tells that oversized wuss to hit harder. That's the barbarian's style.
That brings me to my goal: I want to build the kind of barbarian that, even in the stupor of their frenzy, has to make choices in order to be most effective in their given situation.
What oozes more raw primal strength than splitting skulls with a hefty greataxe? Good old-fashioned fisiticuffs, that's what! Did that troll look at you funny? Punch it straight in it's ugly face! Sure there's monks, but those pointdexters can't throw a proper punch till 11th level! I love you, please don't stunlock me. Fortunately, Tasha's Cauldron of Everything graced us with the unarmed fighting style. It gives you a 1d8 to punch a fool with when not wielding any weapons or shields. That gives me the perfect excuse to do the same.
For what possible reason would you drop a two-handed weapon's big dice and access to amazing feats like Polearm- and Great Weapon Mastery from a mechanical standpoint? I'm glad you asked.
You Animal, You Monster
Barbarians may not have the Sun Tzu on their night stand like the Battle Master does, nor are they able to concentrate on their arcane studies like a gish can. What they do have is a deep connection to their primal nature. You know who else is well connected with their primal nature? Quite a lot of things, if you flip through the bestiary.
Dungeons and Dragons has a wide variety of wild monsters to fight - and many of them have ferocious abilities. A tiger can jump on you before clawing at your throat, wolves use their numbers to their advantage and constrictor snakes can restrain you when they grapple you. These Feral Actions are your manoeuvres, your flourishes, your spells. When a barbarian walks the Path of the Feral Trance, they seek to connect with their forgotten instincts and a conciousness that existed before language. While they rage, they hold an arsenal of primitive but versatile abilities in their bare hands. From taking pointers from tigers and wolves at third level, to stealing moves from the mighty kraken and dragons as this barbarian grow stronger.
Resources? On My Barbarian?
I like playing casters because they have to make their spell slots (read: choices) count. I love a good fireball as much as the next pyromaniac, but it sure is a waste to cast when that dumb ogre's just begging to hear my best Suggestion. Similarly, I want this Path of the Feral Trance barbarian to manage more than just their hit points and make those choices matter.
This primal path has a resource called Trance Points which increase as they gradually dive deeper into their Feral Trance. Different Feral Actions have different associated costs: squeezing someone real tight like a constrictor snake isn't as taxing as the emulating the frightening presence of a dragon. I like this because a player has to weigh the value of a single attempt to frighten a bunch of enemies versus multiple crushing hugs.
The Part Where I Ask Your Help:
So far, I've covered the main features gained at level three. I believe this level represents the core of every barbarian subclass' playstyle and that's exactly the thing I've been trying to sell you on so far. A barbarian who dives into a primal conciousness when they rage and functions as a versatile striker with a good measure of battlefield control. This is where you come in, you handsome devil of a reader you. I want to know what you think, so if you haven't already, now's a good time to open that spoiler at the top of the page. In particular, I'd like some input on:
Do you enjoy the idea of being a barbarian fighting like a beast without turning into a lycanthrope?
Is there enough variety and access to these feral actions to feel like playing a tactical monster?
The power of feral actions and their associated costs.
The save DC scaling off of Strength. Like manoeuvres, Feral Actions are core to the experience, but other paths use Constitution for a reason.
The damage output. Fisticuffs don't play nice with PAM/GWM/magic weapons/brutal critical/half-orc. Do the features (over)compensate?
The part where I gave this thing force damage.
Last but not least: whether this path looks fun to play!
Also, while this is a bit late to mention it, this is the first time I've ever homebrewed anything. So. Em. Yeah. That. If something slipped from my notice, but is totally obvious to you folks I'm not anxious, you're anxious, please do let me know. Thanks for sticking with me so far, guys, gals and others. The floor's all yours. Cheers.
This is a very interesting subclass idea. The concept is cool, and it seems like it would definitely make you think to do well.
I'm not too sure on the damage output: to me, it seems like it would be maybe sacrificing a small amount of damage for extra effects, but I'm not super into the technical side of DnD. As far as the feral actions go, two things stick out to me. One, considering Constrict both does 2d8 and restrains the target, I think it might need an extra point to activate. Just one seems a little too cheap for that. Two, although I clearly understand where the idea is coming from, Frightful Presence seems a bit counter intuitive for a barbarian. Why would a melee class want an enemy to run from them, even when they have ranged abilities? It seems Trill is a much better choice both in terms of effects and point cost. A third thing that I just saw is that I think Vicious Reprisal should only be able to be used to attack the creature that damaged you and initiated the reaction.
I think it does sound fun to play. You'll likely need to play-test it however to get a really good idea of the class's limitations and benefits, and whether any of the abilities are under or over-powered.
This is a very interesting subclass idea. The concept is cool, and it seems like it would definitely make you think to do well.
I'm not too sure on the damage output: to me, it seems like it would be maybe sacrificing a small amount of damage for extra effects, but I'm not super into the technical side of DnD. As far as the feral actions go, two things stick out to me. One, considering Constrict both does 2d8 and restrains the target, I think it might need an extra point to activate. Just one seems a little too cheap for that. Two, although I clearly understand where the idea is coming from, Frightful Presence seems a bit counter intuitive for a barbarian. Why would a melee class want an enemy to run from them, even when they have ranged abilities? It seems Trill is a much better choice both in terms of effects and point cost. A third thing that I just saw is that I think Vicious Reprisal should only be able to be used to attack the creature that damaged you and initiated the reaction.
I think it does sound fun to play. You'll likely need to play-test it however to get a really good idea of the class's limitations and benefits, and whether any of the abilities are under or over-powered.
frightful pressence was straight stolen from beserker who have it at later levels
This is a very interesting subclass idea. The concept is cool, and it seems like it would definitely make you think to do well.
I'm not too sure on the damage output: to me, it seems like it would be maybe sacrificing a small amount of damage for extra effects, but I'm not super into the technical side of DnD. As far as the feral actions go, two things stick out to me. One, considering Constrict both does 2d8 and restrains the target, I think it might need an extra point to activate. Just one seems a little too cheap for that. Two, although I clearly understand where the idea is coming from, Frightful Presence seems a bit counter intuitive for a barbarian. Why would a melee class want an enemy to run from them, even when they have ranged abilities? It seems Trill is a much better choice both in terms of effects and point cost. A third thing that I just saw is that I think Vicious Reprisal should only be able to be used to attack the creature that damaged you and initiated the reaction.
I think it does sound fun to play. You'll likely need to play-test it however to get a really good idea of the class's limitations and benefits, and whether any of the abilities are under or over-powered.
frightful pressence was straight stolen from beserker who have it at later levels
No, the berserker can only target one creature if I remember properly. It's stolen from dragons.
This is a very interesting subclass idea. The concept is cool, and it seems like it would definitely make you think to do well.
I'm not too sure on the damage output: to me, it seems like it would be maybe sacrificing a small amount of damage for extra effects, but I'm not super into the technical side of DnD. As far as the feral actions go, two things stick out to me. One, considering Constrict both does 2d8 and restrains the target, I think it might need an extra point to activate. Just one seems a little too cheap for that. Two, although I clearly understand where the idea is coming from, Frightful Presence seems a bit counter intuitive for a barbarian. Why would a melee class want an enemy to run from them, even when they have ranged abilities? It seems Trill is a much better choice both in terms of effects and point cost. A third thing that I just saw is that I think Vicious Reprisal should only be able to be used to attack the creature that damaged you and initiated the reaction.
I think it does sound fun to play. You'll likely need to play-test it however to get a really good idea of the class's limitations and benefits, and whether any of the abilities are under or over-powered.
Thanks for your comment. I'm glad to read it sounds fun to you and I'm definitely taking your first and third point in consideration.
As for frightful presence, the idea is that because it targets multiple creatures, some are going to make their saves and some aren't. The point isn't to scare everyone away, but to temporarily tip the action economy in the party's favour, which could be useful when you're overwhelmed or scattered. You do run the risk of losing your rage, though, so it is definitely not a choice to make lightly!
this is so amazing! ferocious strike seem a little powerful for 6th level, but other wise it great!
question: may I use this in my games?
Absolutely. I'm leaving this up for a week or so to gather feedback, then do a revision early February. I'll put a link in this thread when I upload it to the homebrew page, so you can import it into your games. If you do end up playing it, I'd love to hear about your experiences with it!
I've got a few questions about your other post. It'd be really helpful to me if you could answer them.
You mentioned it might feel a bit too much like stepping on the monk's toes. Besides of course the punching, what other aspects do you feel might feel a bit too similar?
Ferocious Might one half carbon copy of the monk/path of the beast 6th level feature, and one half polearm mastery (3d8 = 2d10 + 1d4) without the reaction attack or reach. I admit it looks really powerful in a vacuum because of that and in a game without feats I would completely agree it is stupidly strong compared to other paths. Could you tell me if you feel like it still holds too much power in a game that does use feats?
Can you elaborate on why you feel force damage is too much? What scenarios do you see it being overpowered in?
Do you enjoy the idea of being a barbarian fighting like a beast without turning into a lycanthrope?
Yes, I think this is something I've wanted for awhile for the Barbarian, and I think it is really cool as it stands.
My only concern about building the unarmed combat into the core of the subclass, rather than including it as an option, is that it could potentially cut against the customization for the subclass as a whole. Because you have built in the kind of meaningful choices you offer by way of Feral actions, this could play a role similar to that with the Battle Master for the fighter. Every barbarian player open to homebrew could turn to this to build the kind of barb they want that they cannot find elsewhere, but that is limited if one essentially *must* have their barb be an unarmed combatant if they play this subclass.
Perhaps a offering a limited number of options of fighting styles would be preferable: Unarmed Fighting, Great Weapon Fighting, and Dueling.
Is there enough variety and access to these feral actions to feel like playing a tactical monster.
Yes. It is actually hard to offer feedback on these because there are so many.
On their flavor though, I think there is a bit of discontinuity between the flavor of the subclass as a whole and the various abilities. You say that, "The feral trance is a plunge into primal consciousness (sp), a link to forgotten instincts that existed before language." However, you include a number of aberrations, dragons etc. that seem unrelated to 'instincts.' I might encourage you to adjust the language of the flavor of the subclass accordingly, or the change mentions of the Kraken to some kind of beast that accomplishes the same thing.
The power of feral actions and their associated costs.
It is hard to conceive in the abstract of how they might work together/balance. I can imagine that only through testing can you really see the relative balance. I would just caution you to not try to match the damage of spells of straight casters with any of these, and pay special attention to the negative modifiers like the use of restrained on the constrictor action.
The save DC scaling off of Strength. Like manoeuvres, Feral Actions are core to the experience, but other paths use Constitution for a reason.
This is a fair concern. I would personally default to conforming to the norms of other subclasses for balance reasons, but if you feel strongly about strength it is worth testing alongside other barbs.
The damage output. Fisticuffs don't play nice with PAM/GWM/magic weapons/brutal critical/half-orc. Do the features (over)compensate?
I don't really have enough to go on to make a judgment, but I do think you are in danger of venturing into OP land. If you see even some of the newest barb subclasses, like path of the beast, they add really minor features and only comparable damage to what you would already be doing with a two-handed weapon. I think this is because the default barbarian contributes a lot by itself. Again, testing will hopefully reveal whether my suspicion is correct.
The part where I gave this thing force damage.
I think testing at force damage, but plausibly change it to magic bludgeoning damage and move it to a lower level. You don't really want to be level 6+ without access to some kind of magic damage.
Last but not least: whether this path looks fun to play!
Every barbarian player open to homebrew could turn to this to build the kind of barb they want that they cannot find elsewhere, but that is limited if one essentially *must* have their barb be an unarmed combatant if they play this subclass.
Excellent point. A painful one to read, but excellent nonetheless.
However, you include a number of aberrations, dragons etc. that seem unrelated to 'instincts.' I might encourage you to adjust the language of the flavor of the subclass accordingly, or the change mentions of the Kraken to some kind of beast that accomplishes the same thing.
I've had to read up on some of the Forgotten Realms lore to get a consistent picture (which gets pretty messy, I'll tell you that much) but yes, I'll look into this. Damn you, multiverse and your dimensional travel!
I would just caution you to not try to match the damage of spells of straight casters with any of these, and pay special attention to the negative modifiers like the use of restrained on the constrictor action.
Comparing a 3rd level fireball, 8d6 (28 average) damage in a 20 ft radius to boulder's 3d10 + 5 strength + 3 rage (24.5 average) gets pretty close, even if by the time it becomes available casters have 5th level slots. I made boulder roll as high because of how situational it is, though I do see your point. When the situation does allow for it, it becomes the defacto option when you hit 2 or more creatures. I'll think about it, maybe take it down a notch so it has to hit at least 3 creatures, even if I have to admit I still think having a barbarian run around the room tossing furniture is pretty hilarious.
Constrict is something I want to test. It can only be used on a creature grappled by you, meaning it is situational and doesn't work on large(r) enemies. Though this does bring my attention to how the grapple action works and how, when Ferocious Strength comes online, you might as well save the trance points and replace an attack instead of using Pincer... Food for thought.
This is a fair concern. I would personally default to conforming to the norms of other subclasses for balance reasons, but if you feel strongly about strength it is worth testing alongside other barbs.
This one is going into the playtest bin, too.
I don't really have enough to go on to make a judgment, but I do think you are in danger of venturing into OP land.
I've done some napkin math based on a suggestion by u/SamuraiHealer on reddit to compare the damage output between the Zealot's Divine Fury and the spamming Feral Action Stomp under optimal conditions (read: someone else shoves your foe prone for you). The main problem turned out to be the burst damage because the Feral Trance barb could replace each of their attacks with a Stomp. When I only allow a single attack to be replaced per turn (which is a change I'll implement in my update), it starts depending on the duration of the combat and how many opportunities for short rests you get between them. Burst damage is still in the Feral Trance' favour until level 12, which is where the Zealot barb will start to do more damage at every turn.
The longer, more complicated version of the previous paragraph, is as follows.
For this, I'm assuming optimal circumstances where the Feral Trance barb can always use Stomp (2d10+STR) on every turn and both barbarians hit all their attacks. Zealot always adds their radiant/necrotic bonus damage (1d6 + half barb level) to their weapon attack. This gets a bit messier if we assume Feral Trance uses their 4th level ASI for +2 STR, when Zealot uses it for PAM. Ferocious Strength's 3d8 equals PAM's 2d10+1d4. We assume both barbarians will then max STR asap.
At level 3, the zealot deals 4.5 extra damage per round. Stomp deals 8.5 extra damage and can be used 2 times per short rest for 19 extra damage. The zealot needs 3 (1 more) turns of combat for a similar output.
At level 6, the zealot deals 6.5 damage extra per round. Stomp can be used 5 times per short rest for 42.5 damage. Including damage gains from the extra STR. The zealot needs 9 (4 more) turns of combat for a similar output.
At level 10, the zealot deals 8.5 damage extra per round. Stomp can be used 7 times per short rest for 61.5 damage. Including damage gains from the extra STR. The zealot needs 10 (3 more) turns of combat for a similar output.
At 12th level, the zealot deals 9.5 extra per round. STR now aligns. The zealot needs 6 (1 less) turns for similiar output.
At level 14, the zealot deals 10.5 damage extra per round. Stomp can be used 10 times per short rest for 85 damage. The zealot needs 8 (2 less) turns of combat for similar output.
Finally. At level 20 (lol), the zealot deals 13.5 damage extra per round. The zealot needs 6 (4 less) turns of combat for similar output as Stomp.
However, besides having to meet conditionals and not benefiting from magical weapons when stomping, feral actions can miss while still consuming trance points. Even with advantage, there is a 12.25% chance to miss. When Brutal Critical comes online at 9th level, the bigger dice ever so slightly work in the greataxe's favour. Just not enough to include it in my calculations when I've already rounded to whole turns.
I think it balances out okay for the most part, especially when you consider you're not going to be using Stomp at every turn. There's the can of worms that is Seething... But I think playtesting is the better answer there. I might have to run some more math after my next update, though, if I account for weapon builds. Still, this is only if you go balls to the wall on damage and your martial friend has shield master or something. The second you use your actions/trance points on other stuff or the target makes their save on tumbling over, the damage drops off hard.
The reaction-based Feral Actions deal more damage per trance point spent, but are more situational and don't take into account Sentinel/PAM reaction attacks that come with bigger dice. Which are probably more optimal. Giant Swing on the other hand... Grabs calculator.
The Beast is pretty buff compared to the Feral Trance. Claws are kind of a trap IMO and tail with a weapon is the right play if we don't care for flavour. Feral Trance can deal more damage if they choose to, but the Beast doesn't sacrifice their other utility for that extra damage they bring. Desert Storm Herald actually adds a surprisingly nice amount of damage without needing rolls, getting close to zealot's DPR at 2 targets and surpassing them at 3. Though fire resistance is an issue there. Wolf Totem gives melee allies advantage on for free, turning an average 65% hit rate into 87.75% which is a really good reason to run it over bear when appropriate. Lastly, Wild Magic restores spell slots and I have no idea how you're supposed to balance anything against that :p
... That was a lot of text. If I ever brew another subclass, remind me not to go overboard like this again.
Anyhow. Thanks a ton for your comment. Loads of good stuff in there. I'ma let that, as well as the other feedback I've received, sink in for a bit more and update the thread and path somewhere next week.
Thanks for the thoughtful response to my comment! I see that you take the numbers game at least as seriously as I do for your work.
Let me be clear before I respond, it is definitely apparent to me that you take balance seriously. And further, as I have told you elsewhere I think building a test version to be slightly OP and then dialing it back is probably the better route than starting UP. I don't think your current iteration is dramatically OP, nor does it seem you would be happy if the subclass turns out OP. All this is to say, please understand that my comments are meant to be food for thought and course corrections rather than essential or fundamental critiques.
I would just add two notes in response to your response to my comment:
1) I would think carefully before making fireball your metric for assessing burst damage. I am sure you are aware that in vanilla 5e fireball is deliberately designed to be OP relative to its counterparts, as this is kind of a tradition from previous versions of D&D. And as a barbarian you will have rather stark advantages over the wizard in your survivability and your ability to resort to powerful melee attacks in the absence of your resource driven abilities.
2) With regard to your discussion of Stomp, I think if you are building in more versatility to your subclass than the alternatives I would also bend toward doing slightly less damage per turn relative to them. For instance, the Zealot's Divine Fury only does damage, even while that damage won't be situational. I think, in general, the more versatile should be slightly less damagey than the purely damagey.
please understand that my comments are meant to be food for thought and course corrections rather than essential or fundamental critiques.
All critique is food for thought, it is up to the designer to do or don't with them what they feel is best and up to the users to judge whether this was the right decision. Regardless, whether a critique is big or small, something I agree or disagree with, I think it is valuable to know what you are thinking and I am grateful for it.
As it stands, I'm leaning towards weakening Boulder and keeping Stomp as is for at least testing purposes, but as mentioned in my last post I'm giving it till the end of this week to sink in before making any hard decisions.
please understand that my comments are meant to be food for thought and course corrections rather than essential or fundamental critiques.
All critique is food for thought, it is up to the designer to do or don't with them what they feel is best and up to the users to judge whether this was the right decision. Regardless, whether a critique is big or small, something I agree or disagree with, I think it is valuable to know what you are thinking and I am grateful for it.
As it stands, I'm leaning towards weakening Boulder and keeping Stomp as is for at least testing purposes, but as mentioned in my last post I'm giving it till the end of this week to sink in before making any hard decisions.
Totally! I am looking forward to seeing how you develop the subclass!
Hey everyone who's still visiting this thread, I've taken in a lot of the feedback and worked it into the 0.2 version of this path. The spoilers below show the class in its entirety, and an overview of all the changes made.
Where the line between the martial and natural strength blurs, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to age-old instincts that transcends species. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures, who act on little but their base urges.
Barbarians who set foot on this path wield the strengths of beasts and monsters with their bare hands. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a primitive conciousness. You can tap deeper into your trance to use the abilities of beasts and monsters against your foes.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. If a feral action replaces an attack, you can only replace a single attack per turn. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to tap into your trance is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Battering
Prerequisite: 6th level
You unleash a ogre battering ram's destructive might. When you hit an object or structure with an unarmed strike or feral action, you can expend 2 trance points to deal double damage.
Bloody Rampage
Prerequisite: 6th level
You can be as relentless as a gray render. When you take damage, you can spend 3 trance points points to make an unarmed strike against the creature that dealt this damage as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 2d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Claw
You have an iron grip like the giant crab. Immediately after you hit a creature with a melee attack on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 2 trance points to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until the start of your next turn or until this grapple ends.
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Fling
Prerequisite: 14th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to 5 + 5 times your Strength modifier in feet away from you and take 1d6 bludgeoning damage per 10 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 3 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make a melee attack on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet, a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your bonus action to deal 1d12 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
If Seething reduces your maximum hit points to 0, you die instantly.
Stomp
You trample over your enemies like the elephant does. When you make a melee attack against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with a melee attack during the first round of combat, you can expend 1 trance point to deal an additional 2d6 damage of the same type.
Thunderous Slam
Prerequisite: 10th level
You channel the thunderous power of a storm giant. As an action, you can expend 4 trance points to strike the ground, triggering a thunderclap. Each creature within 15 feet of you must make a Constitution saving throw or take 1d10 + your Strength modifier in thunder damage and be deafened until the end of your next turn. On a successful save, the creature takes half damage and is not deafened.
Trampling Charge
Prerequisite: 10th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the mammoth, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Primal Strike
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier on a hit. Your unarmed strikes and feral actions count as simple weapons and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you aren’t wielding any weapons or a shield and take the attack action on your turn, you can use your bonus action to make an additional unarmed strike. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Beast of Prey
Your Feral Trance imbues you with the tenacity of a predator stalking their prey. As an action, choose one creature that you can sense. For 1 hour, until your target dies or you choose to end the effect (no action required), you know the targeted creature's direction and distance from you while it is within the same plane of existence as you. You can see your target even if it is invisible and it has disadvantage on its stealth roll to hide from you.
Once per turn when you make an attack or damage roll against your target, add half your proficiency bonus (rounded down) to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You have disadvantage on attack rolls against any other creature during this time.
When you use this feature, you cannot use it again until you finish a short rest.
Changelog:
List:
Removed the 14th level feature Force of Nature.
Removed the bonus attack when entering rage from Ferocious Strength.
Removed the Feral Actions Ferocious Seething and Moan.
Merged Ferocious Strength and Primal Strike together at 6th level as Primal Strike.
Changed Primal Strike to count as a simple weapon.
Changed Primal Strike to replace the damage die on unarmed strike, instead of being its own attack.
Changed Feral Actions that replace attacks to only apply once per turn.
Changed the Feral Actions pounce, surprise attack, claw (pincer) and lunge to work with weapons.
Changed Seething from using an action and dealing 1d10 damage to using a bonus action and dealing 1d12 damage.
Changed Constrict to cost 2 trance points instead of 1. It now also only restrains until the start of your next turn.
Changed Giant Swing to cost 3 trance points.
Changed Boulder to deal 2d10+STR instead of 3d10+STR.
Changed Bloody Rampage (Vicious Reprisal) to only target the creature that dealt damage to you.
Changed Trampling Charge to be available at 10th level.
Changed Fling to be available at 14th level.
Changed Fling's damage to 1d6 per 10ft instead of 1d4 per 5ft. Added 5ft. max throw range.
Changed the linked monster inspirations for Claw (Pincer), Trampling Charge, Bloody Rampage (Vicious Reprisal).
Added the 14th level feature Beast of Prey.
Added the Feral Actions Thunderous Slam and Battering.
Reasoning for features:
Force of Nature received near universally negative feedback. After review, I believe that the interaction with the force damage type felt forced and not in line with the identity of the path.
Primal Strike and Ferocious Strength were merged because no other path gives three features at level 3.
Primal Strike (Ferocious Strength)'s bonus attack when entering rage was overkill.
Making Primal Strike and feral actions count as a simple weapons simplifies writing how they work with rage damage and brutal critical. It does make them work with half-orc savage attacks and sentinel, however.
Replacing the die of an unarmed strike plays nicer with racial features like Aarakocra's Talons. This allows you to use your race to change the damage type like the monk can.
Last version you could use 3 stomps per turn at level 6 and beyond. That's 3 * (STR + Rage + 2d10) in a single turn when something is prone. Like ohmygod. For that reason, only single attack can be replaced with a feral action per turn.
Reasoning for feral actions:
Certain low level feral actions (Pounce, Lunge, Claw, Surprise Attack) were adjusted to function with weapons to allow for more diverse builds and compensate for not having an unarmed dice roll to go alongside them until level 6.
Ferocious Seething allowed the barbarian to regain 5 trance points per turn. Or 7 at 20 I guess. This suggests rarely if ever running out of trance points assuming, a you have 4 or more turns of rage left at the end of combat. While you'd take significant damage to your max HP, this drawback can be mitigated with party support and temp HP.
Seething became a bonus action to make it viable without its ridiculous upgrade. To counterbalance, it now deals slightly more damage to you.
Moan's function overlapped with Frightful Presence. I like Frightful Presence better. We play dungeons and dragons, not dungeons and cloakers.
Messed with some numbers to reduce overall damage output a little. The idea is that dealing damage is a choice when specific circumstances arise.
Grouped all the big boy monstrosities at 14th level for flavour reasons.
Fling's damage was reduced to be in line with the Kraken's dice, and the throw range was slightly increased (25ft -> 30ft at 20 STR) to compensate (5d5 = 12.5avg vs 3d6 = 11.5avg).
Notable exclusions:
You can still punch things as a bonus action while you're unarmed. This overlaps more with two-weapon fighting than it does with martial arts. Monks should basically always wield a weapon unless you choose to nerf yourself for flavour reasons, get more attacks out of their bonus action and have their class resource and subclass features tied to improving it in a variety of ways feral actions don't.
No fighting style options and (by extension) no bonus attacks while wielding a weapon. When taking feats into play this would be too big of a buff. Right now, the player has to choose whether to pick GWM/PAM and abuse that bonus action, or abuse their bonus punch. Even if they do hold a greataxe, though, extra attack doesn't specify you have to use the same weapon and you can hold your greataxe in one hand while you punch someone, or keep it in both hands and kick instead. Same for reaction attacks.
Stomp is still at 2d10. While you can get some mad synergy with open hand monk, wolf beastmaster, shieldmaster feat, etc. the damage significantly drops off when you don't, or when foes make their saves, or the turn order is inconvenient, etc.
Claw (Pincer) remains unchanged because it benefits weapon builds.
Krakens and dragons can still be subject to a fit of rage and therefore remain as references in their respective feral actions. Also I'm biased because it is cool. Some of the wording was changed to accommodate.
Notable material to test:
Strength save DC.
Beast of Prey. Very good at dealing with stealth killers, but also adds foe slayer lite to a single opponent per short rest. Are the action cost and reset type reasonable?
Stomp damage in a practical setting. How do it do?
Seething (especially with a greataxe.) Does this break the economy?
I'm leaving it here a little longer to gather any thoughts on things I might've missed considering the huge amount of changes, but assuming there's no big oversights I should be uploading it to homebrew within the next few days.
there is only one thing: Thunderous slam seems super under powered. 4 points just for 1d10+str mod and deafened, to possibly multiple people? I would make it do a bit more damage.
there is only one thing: Thunderous slam seems super under powered. 4 points just for 1d10+str mod and deafened, to possibly multiple people? I would make it do a bit more damage.
Thanks for your comment! I'm keeping the damage low because a successful save becomes half damage, which is normally something martials don't have access to. Instead, I am going to drop the cost to 3 trance points and see how it works out.
I like the changes! I am interested to see how testing goes. In particular, I think that your solution re: unarmed strike/fighting styles is probably wise as opposed to my recommendation. The rest seems like it will just be a balancing act, given how many moving parts there are in the subclass.
If anyone uses it in their games, please let me know about your experiences with it! Once again, thanks to everyone who gave input to getting it to this stage.
tl;dr I made a barbarian subclass and I want to know if it looks fun and balanced. Please send feedback. Thanks.
Import Path of the Feral Trance into your game!
Version 0.2
Where the line between the martial and natural strength blurs, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to age-old instincts that transcends species. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures, who act on little but their base urges.
Barbarians who set foot on this path wield the strengths of beasts and monsters with their bare hands. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a primitive conciousness. You can tap deeper into your trance to use the abilities of beasts and monsters against your foes.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. If a feral action replaces an attack, you can only replace a single attack per turn. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to tap into your trance is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Battering
Prerequisite: 6th level
You unleash a ogre battering ram's destructive might. When you hit an object or structure with an unarmed strike or feral action, you can expend 2 trance points to deal double damage.
Bloody Rampage
Prerequisite: 6th level
You can be as relentless as a gray render. When you take damage, you can spend 3 trance points points to make an unarmed strike against the creature that dealt this damage as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 2d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Claw
You have an iron grip like the giant crab. Immediately after you hit a creature with a melee attack on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 2 trance points to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until the start of your next turn or until this grapple ends.
Dire Pack Tactics
Prerequisite: 10th level, Pack Tactics (Feral Trance)
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Fling
Prerequisite: 14th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to 5 + 5 times your Strength modifier in feet away from you and take 1d6 bludgeoning damage per 10 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 3 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make a melee attack on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet, a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your bonus action to deal 1d12 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
If Seething reduces your maximum hit points to 0, you die instantly.
Stomp
You trample over your enemies like the elephant does. When you make a melee attack against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with a melee attack during the first round of combat, you can expend 1 trance point to deal an additional 2d6 damage of the same type.
Thunderous Slam
Prerequisite: 10th level
You channel the thunderous power of a storm giant. As an action, you can expend 4 trance points to strike the ground, triggering a thunderclap. Each creature within 15 feet of you must make a Constitution saving throw or take 1d10 + your Strength modifier in thunder damage and be deafened until the end of your next turn. On a successful save, the creature takes half damage and is not deafened.
Trampling Charge
Prerequisite: 10th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the mammoth, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Primal Strike
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier on a hit. Your unarmed strikes and feral actions count as simple weapons and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you aren’t wielding any weapons or a shield and take the attack action on your turn, you can use your bonus action to make an additional unarmed strike. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Beast of Prey
Your Feral Trance imbues you with the tenacity of a predator stalking their prey. As an action, choose one creature that you can sense. For 1 hour, until your target dies or you choose to end the effect (no action required), you know the targeted creature's direction and distance from you while it is within the same plane of existence as you. You can see your target even if it is invisible and it has disadvantage on its stealth roll to hide from you.
Once per turn when you make an attack or damage roll against your target, add half your proficiency bonus (rounded down) to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You have disadvantage on attack rolls against any other creature during this time.
When you use this feature, you cannot use it again until you finish a short rest.
Version 0.1 (outdated)
Where the line between the martial and natural strength fades, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to forgotten instincts that existed before language. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures who thrive purely on instinct.
Barbarians who set foot on this path eschew weapons in favour of brandishing their bare hands, in which they wield the strength of beasts and monsters. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Primal Strike
At 3rd level, you learn to fight effectively with nothing but your bare hands. If you aren’t wielding any weapons or a shield, your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
When you make a unarmed strike or use a feral action, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a more primitive conciousness. You can tap deeper into your trance to use the primitive abilities of beasts and monsters.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to do so is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 3d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 1 trance point to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until this grapple ends.
Ferocious Pack Tactics
Prerequisite: 10th level, Pack Tactics (Feral Trance)
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Ferocious Seething
Prerequisite: 10th level, Seething (Feral Trance)
When you use Seething, you can make additional attacks to yourself up to your Strength modifier. You gain 1 additional trance point per attack while your current trance points are below their maximum.
Fling
Prerequisite: 10th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to five times your Strength modifier in feet away from you and take 1d4 bludgeoning damage per 5 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 2 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make an unarmed strike on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Moan
Prerequisite: 6th level
You mimic the moan of a cloaker. As a bonus action, you can expend 3 trance points to let out a disturbing shriek. You choose number of creatures up to your Strength modifier within 10 feet of you and can hear you. They must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If a creature's saving throw is successful, the creature is immune to the this moan for the next 24 hours.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pincer
You have an iron grip like the chuul. Immediately after you hit a creature with an unarmed strike on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet and a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your action to deal 1d10 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
Stomp
You trample over your enemies like the elephant does. When making an unarmed strike against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with an unarmed strike during the first round of combat, you can expend 1 trance point to deal an additional 2d6 bludgeoning damage.
Trampling Charge
Prerequisite: 14th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the Polukranos, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Vicious Reprisal
Prerequisite: 6th level
You can be as unforgiving as a white abishai. When you take damage, you can spend 3 trance points points to make an unarmed strike against a creature within 5 feet as a reaction. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Ferocious Strength
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes and feral actions count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you make a Primal Strike or substitute an attack with a feral action on your turn, you can use a bonus action to make another unarmed strike. You may also make this unarmed strike as part of the bonus action you take to enter your rage.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Force of Nature
Starting 14th level, your Feral Trance deepens beyond instinct and connects to the fabric of the plane itself. Your concious brushes against the Weave and a sliver or thread of arcane magic envelops your body permanently. You gain the following benefits:
Additionally, methods such as Detect Magic can now sense your presence, but recognise no school of magic.
EDIT: PDF-version (outdated)
If you want to learn more about my process, goals and ponderings before (or after) diving in, read on.
The Why:
I have always loved the fantasy of the barbarian. Drunk on the thrill of battle, you rip off your shirt and trade blows with the likes of dragons! What's not to love? For me, that's unfortunately playing as one.
While barbarians certainly can scramble, they are a bit too straightforward for my tastes. Their martial contemporary, the fighter, has certain subclasses that work around a more basic base class. Notably the Battle Master adds strategic and fun options. Still, the fighter doesn't take a Cloud Giant's morningstar to their naked chest and then tells that oversized wuss to hit harder. That's the barbarian's style.
That brings me to my goal: I want to build the kind of barbarian that, even in the stupor of their frenzy, has to make choices in order to be most effective in their given situation.
The How:
I'm Gonna Wreck It (with my fists)
What oozes more raw primal strength than splitting skulls with a hefty greataxe? Good old-fashioned fisiticuffs, that's what! Did that troll look at you funny? Punch it straight in it's ugly face! Sure there's monks, but those pointdexters can't throw a proper punch till 11th level!
I love you, please don't stunlock me.Fortunately, Tasha's Cauldron of Everything graced us with the unarmed fighting style. It gives you a 1d8 to punch a fool with when not wielding any weapons or shields. That gives me the perfect excuse to do the same.For what possible reason would you drop a two-handed weapon's big dice and access to amazing feats like Polearm- and Great Weapon Mastery from a mechanical standpoint? I'm glad you asked.
You Animal, You Monster
Barbarians may not have the Sun Tzu on their night stand like the Battle Master does, nor are they able to concentrate on their arcane studies like a gish can. What they do have is a deep connection to their primal nature. You know who else is well connected with their primal nature? Quite a lot of things, if you flip through the bestiary.
Dungeons and Dragons has a wide variety of wild monsters to fight - and many of them have ferocious abilities. A tiger can jump on you before clawing at your throat, wolves use their numbers to their advantage and constrictor snakes can restrain you when they grapple you. These Feral Actions are your manoeuvres, your flourishes, your spells. When a barbarian walks the Path of the Feral Trance, they seek to connect with their forgotten instincts and a conciousness that existed before language. While they rage, they hold an arsenal of primitive but versatile abilities in their bare hands. From taking pointers from tigers and wolves at third level, to stealing moves from the mighty kraken and dragons as this barbarian grow stronger.
Resources? On My Barbarian?
I like playing casters because they have to make their spell slots (read: choices) count. I love a good fireball as much as the next pyromaniac, but it sure is a waste to cast when that dumb ogre's just begging to hear my best Suggestion. Similarly, I want this Path of the Feral Trance barbarian to manage more than just their hit points and make those choices matter.
This primal path has a resource called Trance Points which increase as they gradually dive deeper into their Feral Trance. Different Feral Actions have different associated costs: squeezing someone real tight like a constrictor snake isn't as taxing as the emulating the frightening presence of a dragon. I like this because a player has to weigh the value of a single attempt to frighten a bunch of enemies versus multiple crushing hugs.
The Part Where I Ask Your Help:
So far, I've covered the main features gained at level three. I believe this level represents the core of every barbarian subclass' playstyle and that's exactly the thing I've been trying to sell you on so far. A barbarian who dives into a primal conciousness when they rage and functions as a versatile striker with a good measure of battlefield control. This is where you come in, you handsome devil of a reader you. I want to know what you think, so if you haven't already, now's a good time to open that spoiler at the top of the page. In particular, I'd like some input on:
Also, while this is a bit late to mention it, this is the first time I've ever homebrewed anything. So. Em. Yeah. That. If something slipped from my notice, but is totally obvious to you folks
I'm not anxious, you're anxious, please do let me know. Thanks for sticking with me so far, guys, gals and others. The floor's all yours. Cheers.Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
This is a very interesting subclass idea. The concept is cool, and it seems like it would definitely make you think to do well.
I'm not too sure on the damage output: to me, it seems like it would be maybe sacrificing a small amount of damage for extra effects, but I'm not super into the technical side of DnD. As far as the feral actions go, two things stick out to me. One, considering Constrict both does 2d8 and restrains the target, I think it might need an extra point to activate. Just one seems a little too cheap for that. Two, although I clearly understand where the idea is coming from, Frightful Presence seems a bit counter intuitive for a barbarian. Why would a melee class want an enemy to run from them, even when they have ranged abilities? It seems Trill is a much better choice both in terms of effects and point cost. A third thing that I just saw is that I think Vicious Reprisal should only be able to be used to attack the creature that damaged you and initiated the reaction.
I think it does sound fun to play. You'll likely need to play-test it however to get a really good idea of the class's limitations and benefits, and whether any of the abilities are under or over-powered.
frightful pressence was straight stolen from beserker who have it at later levels
Check out my homebrew subclasses spells magic items feats monsters races
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help create a world here
No, the berserker can only target one creature if I remember properly. It's stolen from dragons.
I have a weird sense of humor.
I also make maps.(That's a link)
Thanks for your comment. I'm glad to read it sounds fun to you and I'm definitely taking your first and third point in consideration.
As for frightful presence, the idea is that because it targets multiple creatures, some are going to make their saves and some aren't. The point isn't to scare everyone away, but to temporarily tip the action economy in the party's favour, which could be useful when you're overwhelmed or scattered. You do run the risk of losing your rage, though, so it is definitely not a choice to make lightly!
That is correct. ;)
I understand the confusion, though. The wording is very similar.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
this is so amazing! ferocious strike seem a little powerful for 6th level, but other wise it great!
question: may I use this in my games?
I am an average mathematics enjoyer.
>Extended Signature<
yes! I really like barbarians like this! that's why I always played totem warrior, but this is so much better!
totally!
mostly good, although maybe seething should take a bonus action instead of an action.
could go either way really.
mostly fine, although it kinda takes monk's place in some aspects
I think no force damage IMO
yes!!!
I am an average mathematics enjoyer.
>Extended Signature<
Absolutely. I'm leaving this up for a week or so to gather feedback, then do a revision early February. I'll put a link in this thread when I upload it to the homebrew page, so you can import it into your games. If you do end up playing it, I'd love to hear about your experiences with it!
I've got a few questions about your other post. It'd be really helpful to me if you could answer them.
You mentioned it might feel a bit too much like stepping on the monk's toes. Besides of course the punching, what other aspects do you feel might feel a bit too similar?
Ferocious Might one half carbon copy of the monk/path of the beast 6th level feature, and one half polearm mastery (3d8 = 2d10 + 1d4) without the reaction attack or reach. I admit it looks really powerful in a vacuum because of that and in a game without feats I would completely agree it is stupidly strong compared to other paths. Could you tell me if you feel like it still holds too much power in a game that does use feats?
Can you elaborate on why you feel force damage is too much? What scenarios do you see it being overpowered in?
Thanks for your comment, BTW!
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Yes, I think this is something I've wanted for awhile for the Barbarian, and I think it is really cool as it stands.
My only concern about building the unarmed combat into the core of the subclass, rather than including it as an option, is that it could potentially cut against the customization for the subclass as a whole. Because you have built in the kind of meaningful choices you offer by way of Feral actions, this could play a role similar to that with the Battle Master for the fighter. Every barbarian player open to homebrew could turn to this to build the kind of barb they want that they cannot find elsewhere, but that is limited if one essentially *must* have their barb be an unarmed combatant if they play this subclass.
Perhaps a offering a limited number of options of fighting styles would be preferable: Unarmed Fighting, Great Weapon Fighting, and Dueling.
Yes. It is actually hard to offer feedback on these because there are so many.
On their flavor though, I think there is a bit of discontinuity between the flavor of the subclass as a whole and the various abilities. You say that, "The feral trance is a plunge into primal consciousness (sp), a link to forgotten instincts that existed before language." However, you include a number of aberrations, dragons etc. that seem unrelated to 'instincts.' I might encourage you to adjust the language of the flavor of the subclass accordingly, or the change mentions of the Kraken to some kind of beast that accomplishes the same thing.
It is hard to conceive in the abstract of how they might work together/balance. I can imagine that only through testing can you really see the relative balance. I would just caution you to not try to match the damage of spells of straight casters with any of these, and pay special attention to the negative modifiers like the use of restrained on the constrictor action.
This is a fair concern. I would personally default to conforming to the norms of other subclasses for balance reasons, but if you feel strongly about strength it is worth testing alongside other barbs.
I don't really have enough to go on to make a judgment, but I do think you are in danger of venturing into OP land. If you see even some of the newest barb subclasses, like path of the beast, they add really minor features and only comparable damage to what you would already be doing with a two-handed weapon. I think this is because the default barbarian contributes a lot by itself. Again, testing will hopefully reveal whether my suspicion is correct.
I think testing at force damage, but plausibly change it to magic bludgeoning damage and move it to a lower level. You don't really want to be level 6+ without access to some kind of magic damage.
Definitely. This subclass looks dope!
Every barbarian player open to homebrew could turn to this to build the kind of barb they want that they cannot find elsewhere, but that is limited if one essentially *must* have their barb be an unarmed combatant if they play this subclass.
Excellent point. A painful one to read, but excellent nonetheless.
However, you include a number of aberrations, dragons etc. that seem unrelated to 'instincts.' I might encourage you to adjust the language of the flavor of the subclass accordingly, or the change mentions of the Kraken to some kind of beast that accomplishes the same thing.
I've had to read up on some of the Forgotten Realms lore to get a consistent picture (which gets pretty messy, I'll tell you that much) but yes, I'll look into this. Damn you, multiverse and your dimensional travel!
I would just caution you to not try to match the damage of spells of straight casters with any of these, and pay special attention to the negative modifiers like the use of restrained on the constrictor action.
Comparing a 3rd level fireball, 8d6 (28 average) damage in a 20 ft radius to boulder's 3d10 + 5 strength + 3 rage (24.5 average) gets pretty close, even if by the time it becomes available casters have 5th level slots. I made boulder roll as high because of how situational it is, though I do see your point. When the situation does allow for it, it becomes the defacto option when you hit 2 or more creatures. I'll think about it, maybe take it down a notch so it has to hit at least 3 creatures, even if I have to admit I still think having a barbarian run around the room tossing furniture is pretty hilarious.
Constrict is something I want to test. It can only be used on a creature grappled by you, meaning it is situational and doesn't work on large(r) enemies. Though this does bring my attention to how the grapple action works and how, when Ferocious Strength comes online, you might as well save the trance points and replace an attack instead of using Pincer... Food for thought.
This is a fair concern. I would personally default to conforming to the norms of other subclasses for balance reasons, but if you feel strongly about strength it is worth testing alongside other barbs.
This one is going into the playtest bin, too.
I don't really have enough to go on to make a judgment, but I do think you are in danger of venturing into OP land.
I've done some napkin math based on a suggestion by u/SamuraiHealer on reddit to compare the damage output between the Zealot's Divine Fury and the spamming Feral Action Stomp under optimal conditions (read: someone else shoves your foe prone for you). The main problem turned out to be the burst damage because the Feral Trance barb could replace each of their attacks with a Stomp. When I only allow a single attack to be replaced per turn (which is a change I'll implement in my update), it starts depending on the duration of the combat and how many opportunities for short rests you get between them. Burst damage is still in the Feral Trance' favour until level 12, which is where the Zealot barb will start to do more damage at every turn.
The longer, more complicated version of the previous paragraph, is as follows.
For this, I'm assuming optimal circumstances where the Feral Trance barb can always use Stomp (2d10+STR) on every turn and both barbarians hit all their attacks. Zealot always adds their radiant/necrotic bonus damage (1d6 + half barb level) to their weapon attack. This gets a bit messier if we assume Feral Trance uses their 4th level ASI for +2 STR, when Zealot uses it for PAM. Ferocious Strength's 3d8 equals PAM's 2d10+1d4. We assume both barbarians will then max STR asap.
However, besides having to meet conditionals and not benefiting from magical weapons when stomping, feral actions can miss while still consuming trance points. Even with advantage, there is a 12.25% chance to miss. When Brutal Critical comes online at 9th level, the bigger dice ever so slightly work in the greataxe's favour. Just not enough to include it in my calculations when I've already rounded to whole turns.
I think it balances out okay for the most part, especially when you consider you're not going to be using Stomp at every turn. There's the can of worms that is Seething... But I think playtesting is the better answer there. I might have to run some more math after my next update, though, if I account for weapon builds. Still, this is only if you go balls to the wall on damage and your martial friend has shield master or something. The second you use your actions/trance points on other stuff or the target makes their save on tumbling over, the damage drops off hard.
The reaction-based Feral Actions deal more damage per trance point spent, but are more situational and don't take into account Sentinel/PAM reaction attacks that come with bigger dice. Which are probably more optimal. Giant Swing on the other hand... Grabs calculator.The Beast is pretty buff compared to the Feral Trance. Claws are kind of a trap IMO and tail with a weapon is the right play if we don't care for flavour. Feral Trance can deal more damage if they choose to, but the Beast doesn't sacrifice their other utility for that extra damage they bring. Desert Storm Herald actually adds a surprisingly nice amount of damage without needing rolls, getting close to zealot's DPR at 2 targets and surpassing them at 3. Though fire resistance is an issue there. Wolf Totem gives melee allies advantage on for free, turning an average 65% hit rate into 87.75% which is a really good reason to run it over bear when appropriate. Lastly, Wild Magic restores spell slots and I have no idea how you're supposed to balance anything against that :p
... That was a lot of text. If I ever brew another subclass, remind me not to go overboard like this again.
Anyhow. Thanks a ton for your comment. Loads of good stuff in there. I'ma let that, as well as the other feedback I've received, sink in for a bit more and update the thread and path somewhere next week.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Thanks for the thoughtful response to my comment! I see that you take the numbers game at least as seriously as I do for your work.
Let me be clear before I respond, it is definitely apparent to me that you take balance seriously. And further, as I have told you elsewhere I think building a test version to be slightly OP and then dialing it back is probably the better route than starting UP. I don't think your current iteration is dramatically OP, nor does it seem you would be happy if the subclass turns out OP. All this is to say, please understand that my comments are meant to be food for thought and course corrections rather than essential or fundamental critiques.
I would just add two notes in response to your response to my comment:
1) I would think carefully before making fireball your metric for assessing burst damage. I am sure you are aware that in vanilla 5e fireball is deliberately designed to be OP relative to its counterparts, as this is kind of a tradition from previous versions of D&D. And as a barbarian you will have rather stark advantages over the wizard in your survivability and your ability to resort to powerful melee attacks in the absence of your resource driven abilities.
2) With regard to your discussion of Stomp, I think if you are building in more versatility to your subclass than the alternatives I would also bend toward doing slightly less damage per turn relative to them. For instance, the Zealot's Divine Fury only does damage, even while that damage won't be situational. I think, in general, the more versatile should be slightly less damagey than the purely damagey.
All critique is food for thought, it is up to the designer to do or don't with them what they feel is best and up to the users to judge whether this was the right decision. Regardless, whether a critique is big or small, something I agree or disagree with, I think it is valuable to know what you are thinking and I am grateful for it.
As it stands, I'm leaning towards weakening Boulder and keeping Stomp as is for at least testing purposes, but as mentioned in my last post I'm giving it till the end of this week to sink in before making any hard decisions.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Totally! I am looking forward to seeing how you develop the subclass!
Hey everyone who's still visiting this thread, I've taken in a lot of the feedback and worked it into the 0.2 version of this path. The spoilers below show the class in its entirety, and an overview of all the changes made.
Version 0.2
Where the line between the martial and natural strength blurs, there begins the Path of the Feral Trance. The feral trance is a plunge into primal conciousness, a link to age-old instincts that transcends species. Only those with a strong sense of self can tap into this primordial power and return from their trance. Those who lack these qualities are reduced to feebleminded creatures, who act on little but their base urges.
Barbarians who set foot on this path wield the strengths of beasts and monsters with their bare hands. Followers of this path are often chosen by their tribe's elders as part of a shamanistic tradition. Others revel within this trance to fulfil their base desires, seeking vicarious battle and challenging prey.
Feral Trance
Starting when you choose this path at 3rd level, your rage induces a trance-like state that connects you a primitive conciousness. You can tap deeper into your trance to use the abilities of beasts and monsters against your foes.
Feral Actions: You learn three feral actions of your choice. While you are raging, you can use feral actions. You can only use a single feral action per attack. If a feral action replaces an attack, you can only replace a single attack per turn. When you reach 6th, 10th and 14th level, you learn two additional feral actions of your choice. Each time you learn new feral actions, you can also replace one feral action you know with a different one.
Trance Points: Your ability to tap into your trance is represented by trance points. You have 5 trance points which you can expend to fuel use feral actions. You regain all your trance points when you finish a short or long rest. You gain 5 additional trance points at 6th, 10th and 14th level.
Saving Throws: Some of your feral actions require your target to make a saving throw. Your feral action save DC is equal to 8 + your proficiency bonus + your Strength modifier.
Battering
Prerequisite: 6th level
You unleash a ogre battering ram's destructive might. When you hit an object or structure with an unarmed strike or feral action, you can expend 2 trance points to deal double damage.
Bloody Rampage
Prerequisite: 6th level
You can be as relentless as a gray render. When you take damage, you can spend 3 trance points points to make an unarmed strike against the creature that dealt this damage as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that foe and make an unarmed strike against it.
Boulder
Prerequisite: 10th level, Rock (Feral Trance)
You challenge the might of a stone giant and toss a large boulder at your foes. This boulder or object must at least have a radius of 15 feet and must weigh 300 pounds or more. You can lift up to 30 times your Strength score in pounds.
As an action, you can expend 3 trance points to lift up a large boulder or similar object within 5 feet of you and throw it up to 20 feet. Each creature in a 20 feet line must succeed on a Dexterity saving throw or take 2d10 + your Strength modifier as bludgeoning damage. A creature has advantage on their saving throw if they are prone.
If the boulder lands on an incline, it rolls down, extending this attack's reach until it stops rolling. While the boulder is rolling, creatures have disadvantage on their saving throw if they are prone.
Claw
You have an iron grip like the giant crab. Immediately after you hit a creature with a melee attack on your turn, you can expend 1 trance point and then try to grapple the target as a bonus action.
Constrict
You channel the strength of a constrictor snake. When you attack a target grappled by you, you can expend 2 trance points to replace one attack with this action. When you do, you deal 2d8 + your Strength modifier as bludgeoning damage the grappled creature on a hit and your target is restrained until the start of your next turn or until this grapple ends.
Dire Pack Tactics
Prerequisite: 10th level, Pack Tactics (Feral Trance)
When using Pack Tactics, you can expend up to your Strength modifier in trance points. Each trance point grants a different creature advantage on their next attack roll against a creature while you are within 5 feet of that creature and you aren't incapacitated.
Fling
Prerequisite: 14th level
You can toss around your foes like the mighty kraken. When you hit a large or smaller creature with an unarmed strike, you can expend 4 trance points to knock them off their feet. The target must succeed on a Constitution saving throw or be flung up to a distance of up to 5 + 5 times your Strength modifier in feet away from you and take 1d6 bludgeoning damage per 10 feet it is thrown and be knocked prone. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage plus additional bludgeoning damage equal to the thrown creature's Constitution modifier, and be knocked prone.
Frightful Presence
Prerequisite: 14th level
As an action, you can expend 7 trance points to radiate the menacing presence of an adult red dragon. Every creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A target automatically succeeds on the save if it can't hear or see you. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to all your attempts to frighten it for 24 hours.
Giant Swing
Prerequisite: 6th level
You swing your fists with same abandon an infuriated hill giant swings its greatclub. When you hit a creature with an unarmed strike, you can expend 3 trance points to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the damage taken by the first creature. The damage is of the same type dealt by the original attack.
Lunge
When you make a melee attack on your turn, you can expend 1 trance point to increase your reach for that attack by 5 feet.
Pack Tactics
You lead your allies like the wolf leads its pack. You can expend 1 trance point as a bonus action to grant an ally advantage on their next attack roll against a creature while you are within 5 feet of the creature and you aren't incapacitated.
Pounce
You can leap at your foes like the tiger. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can expend 2 trance points attempt to bring it to the ground. The target must succeed on a Constitution saving throw or be knocked prone. If the target fails their saving throw, you can make an unarmed strike as a bonus action.
Rock
Inspired by the improvisational attacks of an ape, you can expend 1 trance point to replace an unarmed strike with a ranged attack by throwing a rock or similar object that is either on your person or within 5 feet of you. This attack has range of 25 feet, a long range of 50 feet and deals 1d6 + your Strength modifier as bludgeoning damage on a hit.
Seething
You become as restless as a sahuagin hatchling swarm. You use your bonus action to deal 1d12 bludgeoning damage to yourself. This damage ignores resistance and reduces your maximum hit points by the damage taken until you finish a long rest. If your current trance points are below their maximum, you gain gain 1 trance point.
If Seething reduces your maximum hit points to 0, you die instantly.
Stomp
You trample over your enemies like the elephant does. When you make a melee attack against a prone target, you can expend 2 trance points to replace an attack with a Stomp. You deal 2d10 + your Strength modifier bludgeoning damage on a hit.
Surprise Attack
Learning from the bugbear, you become more adept at ambushes. If you hit a surprised creature with a melee attack during the first round of combat, you can expend 1 trance point to deal an additional 2d6 damage of the same type.
Thunderous Slam
Prerequisite: 10th level
You channel the thunderous power of a storm giant. As an action, you can expend 4 trance points to strike the ground, triggering a thunderclap. Each creature within 15 feet of you must make a Constitution saving throw or take 1d10 + your Strength modifier in thunder damage and be deafened until the end of your next turn. On a successful save, the creature takes half damage and is not deafened.
Trampling Charge
Prerequisite: 10th level, Stomp (Feral Trance)
You brazenly charge through the battlefield like the mammoth, trampling over those who would stand in your way.
When you use your action to dash, you can expend 2 trance points to move through the space of any creature that is either large and prone, or medium or smaller. Unless a creature is prone, they count as difficult terrain. The first time you enter each creature's space during this move, you can expend 1 trance point to make a Stomp attack against that creature, even if they are not prone. You may make up to a number equal to your Strength modifier of Stomp attacks as part of your Trampling Charge.
Trill
Prerequisite: 14th level
As an action, you can 7 trance points to let out the haunting shriek of a frost worm. Each creature within 30 feet must succeed on a Wisdom saving throw or be stunned until the start of your next turn. A target automatically succeeds on the save if it can't hear you. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill ability for twenty-four hours.
Vengeful Strike
Prerequisite: 6th level
Like the gnoll witherling, you do not stand for it when your allies come to harm. After an ally you can see is dealt damage by a creature within 20 feet of you, you can spend 2 trance points to make an unarmed strike against that creature as a reaction, provided it is within your reach. If that creature is outside your reach, you can expend 1 additional trance point to move up to half your speed towards that creature and make an unarmed strike against it.
Bonus Proficiency
When you choose this path at 3rd level, you instinctively attune to the wilderness. You gain proficiency in the Survival skill if you don't already have it.
Primal Strike
At 6th level, your connection to the primordial conciousness takes on an arcane nature and lingers even outside of your trance. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier on a hit. Your unarmed strikes and feral actions count as simple weapons and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If you aren’t wielding any weapons or a shield and take the attack action on your turn, you can use your bonus action to make an additional unarmed strike. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Keen Senses
Your plunge into the feral trance emboldens your senses beyond those of your contemporaries. Starting 10th level, you have advantage on Perception and Survival checks that rely on hearing or smell.
Beast of Prey
Your Feral Trance imbues you with the tenacity of a predator stalking their prey. As an action, choose one creature that you can sense. For 1 hour, until your target dies or you choose to end the effect (no action required), you know the targeted creature's direction and distance from you while it is within the same plane of existence as you. You can see your target even if it is invisible and it has disadvantage on its stealth roll to hide from you.
Once per turn when you make an attack or damage roll against your target, add half your proficiency bonus (rounded down) to the roll. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. You have disadvantage on attack rolls against any other creature during this time.
When you use this feature, you cannot use it again until you finish a short rest.
Changelog:
List:
Reasoning for features:
Reasoning for feral actions:
Notable exclusions:
Notable material to test:
I'm leaving it here a little longer to gather any thoughts on things I might've missed considering the huge amount of changes, but assuming there's no big oversights I should be uploading it to homebrew within the next few days.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
I really like the new one!
there is only one thing: Thunderous slam seems super under powered. 4 points just for 1d10+str mod and deafened, to possibly multiple people? I would make it do a bit more damage.
I am an average mathematics enjoyer.
>Extended Signature<
Thanks for your comment! I'm keeping the damage low because a successful save becomes half damage, which is normally something martials don't have access to. Instead, I am going to drop the cost to 3 trance points and see how it works out.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
I like the changes! I am interested to see how testing goes. In particular, I think that your solution re: unarmed strike/fighting styles is probably wise as opposed to my recommendation. The rest seems like it will just be a balancing act, given how many moving parts there are in the subclass.
Hey all, the subclass is now live!
Click me!
If anyone uses it in their games, please let me know about your experiences with it! Once again, thanks to everyone who gave input to getting it to this stage.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
@superparaplu, how goes the testing for your subclass?
Heya! Unfortunately, I've only had ample opportunity to test it and get feedback. So not enough data to base any changes or updates on.
How does your cavalier revamp fare?
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread