Rage allows Barbarians to roll any Strength checks at Advantage. So at level 3 we see a huge swing in those skills while raging. For example a level 3 Barb will have a 16 or 17 Strength and if they are proficient with Perception while raging their Perception checks will be at +5 with advantage! What I haven't seen people talking about is how that is now a Passive Perception of 20 at level 3 while raging (advantage gives +5 to passive skill checks). If you are in a campaign where the DM might 'house rule' passive checks with other skills then this seems pretty busted.
That being said, I haven't seen much talk about Passive checks in the new PHB. The character sheet still shows passive Perception, Insight and Investigation. Has there been an update or chance to passives?
The Passive Perception is described under Creating a Character but the Dungeom Master Guide may have additional guidelines.
Passive Perception. Sometimes your DM will determine whether your character notices something without asking you to make a Wisdom (Perception) check; the DM uses your Passive Perception instead. Passive Perception is a score that reflects a general awareness of your surroundings when you’re not actively looking for something. Use this formula to determine your Passive Perception score:
Include all modifiers that apply to your Wisdom (Perception) checks. For example, if your character has a Wisdom of 15 and proficiency in the Perception skill, you have a Passive Perception of 14 (10 + 2 for your Wisdom modifier + 2 for proficiency).
In 2014 I would agree, with 2024 I think the y will get used a ton.
Rage now last 10 minutes and they way it has been describes you are not a mindless compulsive rager but more of an apex predator. If you think of a beast stalking it's prey then this ability makes much more sense
For me, Primal Knowledge is a great feat because it's useful both in and out of combat, making it versatile for players to find creative ways to solve problems.
It depend if the DM keeps turn or not once combat ends. If your Rage is still active on your next turn, you can extend the Rage for another round by taking a Bonus Action to extend your Rage until the end of your next turn, for up to 10 minutes.
If the DM doesn't repeat the step where all takes turn, there's no next turn.
Combat Step by Step Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.
If you are in a campaign where the DM doesn't allow the barb to keep their rage active for 10 minutes of game time out of combat I would seriously think of finding a new group to game with.
It depend if the DM keeps turn or not once combat ends. If your Rage is still active on your next turn, you can extend the Rage for another round by taking a Bonus Action to extend your Rage until the end of your next turn, for up to 10 minutes.
If the DM doesn't repeat the step where all takes turn, there's no next turn.
Combat Step by Step Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.
You can, but if there's nothing else to do, you can't just make ability checks unless the DM tells you to. I could see some use if doing exploration for exemple.
Many time combat ends and party will start a rest, or keep moving etc..
You can, but if there's nothing else to do, you can't just make ability checks unless the DM tells you to. I could see some use if doing exploration for exemple.
Many time combat ends and party will start a rest, or keep moving etc..
I haven't seen the exact wording for the new Barbarian, but I am guessing that the idea is that a Barbarian might actually choose to enter a Rage outside of combat now and can just say that they are using their Bonus Action every 6 seconds to maintain it for up to 10 minutes. (It's sort of like they have to "concentrate" -- but using a different mechanic and tying up a different resource instead of the Concentration resource in order to do so.)
So, if at some point while walking around in a Rage he wanted to do something else with his Bonus Action like cast a Bonus Action spell or something then he would have to decide whether or not he is ending his Rage in order to do that other thing. But I don't think that comes up too often so in most cases the Rage just becomes another resource that you can use at any time, and you only get so many of them per Long Rest and so on. It's not as much of a combat-only feature any more.
So, if you wanted to use it before a combat begins to try to Intimidate someone, for example, then this Primal Knowledge feature would let the Barbarian make their Intimidation check at advantage if the DM calls for such a check, if the Barbarian is willing to use up one of their Rage resources to do it.
The 2024 PHB didn't put very much thought into anything that isn't primarily combat-focused. Hence why passive checks are sidelined and absurd features like Primal Knowledge exist.
I don’t know if I would call it absurd. And it is a feature, like features other martials got, that actually gives them something to do out of combat. This is the primary reason Primal Knowledge is a thing.
And why, as mentioned above, if a DM decided that once combat is over turns are done so Rage ends, and so does Primal Knowledge, I would consider leaving that table or dumping that character and rolling something else. It’s not primarily a combat feature.
Primal Knowledge could also be useful when searching, tracking, guiding, sneaking, hiding and potentially avoiding natural hazards.
I find weird the Nature skill is not included though.
I think it's because Nature is a knowledge type INT skill whereas Survival and Perception are WIS skills; they're more sensory/intuitive rather than a case of reviewing/applying previously learned facts.
The level 3 Barbarian power, from the 2024 PHB, Primal Knowledge allows Barbarians to use their strength in the following skills while they rage:
Acrobatics, Intimidation, Perception, Stealth, or Survival.
Rage allows Barbarians to roll any Strength checks at Advantage. So at level 3 we see a huge swing in those skills while raging. For example a level 3 Barb will have a 16 or 17 Strength and if they are proficient with Perception while raging their Perception checks will be at +5 with advantage! What I haven't seen people talking about is how that is now a Passive Perception of 20 at level 3 while raging (advantage gives +5 to passive skill checks). If you are in a campaign where the DM might 'house rule' passive checks with other skills then this seems pretty busted.
That being said, I haven't seen much talk about Passive checks in the new PHB. The character sheet still shows passive Perception, Insight and Investigation. Has there been an update or chance to passives?
The Passive Perception is described under Creating a Character but the Dungeom Master Guide may have additional guidelines.
These ability checks usually gets rarely used by a raging barbarian engaged in combat..
In 2014 I would agree, with 2024 I think the y will get used a ton.
Rage now last 10 minutes and they way it has been describes you are not a mindless compulsive rager but more of an apex predator. If you think of a beast stalking it's prey then this ability makes much more sense
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For me, Primal Knowledge is a great feat because it's useful both in and out of combat, making it versatile for players to find creative ways to solve problems.
If you are in a campaign where the DM doesn't allow the barb to keep their rage active for 10 minutes of game time out of combat I would seriously think of finding a new group to game with.
You can take bonus actions outside of combat.
You can, but if there's nothing else to do, you can't just make ability checks unless the DM tells you to. I could see some use if doing exploration for exemple.
Many time combat ends and party will start a rest, or keep moving etc..
I was thinking about exploration too, but this feat is also useful for Social Interaction.
I haven't seen the exact wording for the new Barbarian, but I am guessing that the idea is that a Barbarian might actually choose to enter a Rage outside of combat now and can just say that they are using their Bonus Action every 6 seconds to maintain it for up to 10 minutes. (It's sort of like they have to "concentrate" -- but using a different mechanic and tying up a different resource instead of the Concentration resource in order to do so.)
So, if at some point while walking around in a Rage he wanted to do something else with his Bonus Action like cast a Bonus Action spell or something then he would have to decide whether or not he is ending his Rage in order to do that other thing. But I don't think that comes up too often so in most cases the Rage just becomes another resource that you can use at any time, and you only get so many of them per Long Rest and so on. It's not as much of a combat-only feature any more.
So, if you wanted to use it before a combat begins to try to Intimidate someone, for example, then this Primal Knowledge feature would let the Barbarian make their Intimidation check at advantage if the DM calls for such a check, if the Barbarian is willing to use up one of their Rage resources to do it.
Primal Knowledge could also be useful when searching, tracking, guiding, sneaking, hiding and potentially avoiding natural hazards.
I find weird the Nature skill is not included though.
I don’t know if I would call it absurd. And it is a feature, like features other martials got, that actually gives them something to do out of combat. This is the primary reason Primal Knowledge is a thing.
And why, as mentioned above, if a DM decided that once combat is over turns are done so Rage ends, and so does Primal Knowledge, I would consider leaving that table or dumping that character and rolling something else. It’s not primarily a combat feature.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
I think it's because Nature is a knowledge type INT skill whereas Survival and Perception are WIS skills; they're more sensory/intuitive rather than a case of reviewing/applying previously learned facts.
The Devs discuss using Primal Knowledge in non-combat situation so intents are clear.
New Barbarian | 2024 Player's Handbook | D&D (youtube.com) (3:40)