Hey guys, brand new player here, and I hope this is the right place to do this. I'm sure it's been asked all over but I'd love to get some insight and feedback for my specific character.
I'm playing my first campaign ever (loving it!) and went with a Half-Orc Barbarian. I chose the Ancestral Guardian primal path at Lvl 3 and am really enjoying the flavor and storytelling I've been able to use with that.
I rolled very well for my initial character creation: My STR is at 19 and CON is at 17. So if I take the 2 Ability Score increases, one for each, then that will upgrade both modifiers by +1, which I know is very helpful in just about everything, but if you have any not-so-obvious insights a new player might be missing when it comes to this then I'd love to hear them.
But, also, feats sound like they add some really fun flavor to a character. I'm looking at Polearm Master and Great Weapon Master and have read those are pretty much the best and most fun feats for Barbs and for being the party tank, as I am. I've also read Sentinel is good for this as well.
So anyway, would love to get as many thoughts and insights as I can on this. Anyone have extensive experience or a definitive favorite way to play the Barb?
Ultimately, there is not really one right answer - you are choosing between a consistent increase in capabilities and something more niche. This is a choice even very experienced players can struggle with, so you are in good company.
Every time you hit an even number in a skill, you get 5% better at things like attack rolls and skill checks - each additional +1 bonus go an attack roll or skill check makes it more likely you pass an AC or DC. Long term, you generally want your primary skill (strength for a barbarian) to hit 20. That is what higher level monsters tend to be designed around, so that 5% extra becomes fairly important.
ASI, however, is kind of boring. It is an under-the-good change which increases your numbers generally, but does not give you fun new ways to actually engage with the game. Feats tend to be a bit more situational - but when that situation comes up, it is fun to pull out a nifty little trick.
Personally, I would probably go for ASI, just to get strength to an even 20 early. Then, when I level up, I can focus on more fun abilities long-term. If kind of stinks to be at level 12 or so, all the other players are getting cool feats… and you take something boring like ASI to get your 20.
As an editorial aside, I think making players choose between feats and ASI is the single worst element of 5e - and one I am sad is not getting fixed with the 2024 revision. It is confusing for new players, still difficult for experienced players, and means you are pretty much always leading something on the table. Especially at the level 4 and 8 choices, I have never had a player not feel a little disappointed after making their choice - leveling up should feel exciting, not like you’re given a Sophie’s Choice situation. Earlier editions of D&D kept skills and feats separate, specifically so both types of character growth could be explored.
Personally I don't think I'd take polearm master over that. Just thinking in terms that the boosted health and consistent damage of the ASI is nice. Although the bonus action attack is certainly tempting still.
And with sentinel, being able to focus fire on you is nice. But it also benefits if you've got the hp too. So the ASI is pretty tempting still for that maxed ability.
But if you're wielding a greataxe then GWM is a very tempting prospect on a barb. You can use Reckless Attack to negate (essentially) the -5 from GWM and get that +10 damage boost. Since you're reckless-attacking, the advantage is already a source of bonuses plus the possibility of a +1 weapon.
Polearm Master is good at providing reliable damage as you get more reaction attacks and an extra attack per turn, I would go with that first. After that, probably Great Weapon Master at level 8, and then level the +1 in Strength and Constitution at level 12.
Polearm Master is an incredibly good feat and pairs amazingly with Great Weapon Master. On top of that being able to have on demand advantage makes Great Weapon Master very good for you. The +1 in both stats is very good, but those two feat are super strong on a Barbarian.
Also some data with your stats so it doesn't look like I am just spouting opinion. PAM loses efficiency on the first round of combat because you need to use a bonus action to rage, so it has two different numbers.
Expected DPR (damage per turn) not including Opportunity Attacks:
Also some data with your stats so it doesn't look like I am just spouting opinion. PAM loses efficiency on the first round of combat because you need to use a bonus action to rage, so it has two different numbers.
Expected DPR (damage per turn) not including Opportunity Attacks:
Personally I don't think I'd take polearm master over that. Just thinking in terms that the boosted health and consistent damage of the ASI is nice. Although the bonus action attack is certainly tempting still.
And with sentinel, being able to focus fire on you is nice. But it also benefits if you've got the hp too. So the ASI is pretty tempting still for that maxed ability.
But if you're wielding a greataxe then GWM is a very tempting prospect on a barb. You can use Reckless Attack to negate (essentially) the -5 from GWM and get that +10 damage boost. Since you're reckless-attacking, the advantage is already a source of bonuses plus the possibility of a +1 weapon.
Once I got my Ancestral Guardian primal path I started using a lot of battle axe in one hand and javelin in the other hand that I would use to throw at enemies that are away from me but near my comrades, giving the enemies disadvantage. I've been having a lot of fun with that but definitely enjoy trying new things since I'm still so new to the game. I also just purchased a great axe to use against the bigger threats.
That's a really interesting way to look at GWM that you described with RA, I'll definitely look more into that for better understanding. I also have Extra Attack coming up at level 5 so I know that could be insanely powerful if I set this thing up right.
Ugh, I just want my ASI and a fun feat Right Now! lol like Caerwyn says, I feel like I'm giving something up either way.
Hey guys, brand new player here, and I hope this is the right place to do this. I'm sure it's been asked all over but I'd love to get some insight and feedback for my specific character.
I'm playing my first campaign ever (loving it!) and went with a Half-Orc Barbarian. I chose the Ancestral Guardian primal path at Lvl 3 and am really enjoying the flavor and storytelling I've been able to use with that.
I rolled very well for my initial character creation: My STR is at 19 and CON is at 17. So if I take the 2 Ability Score increases, one for each, then that will upgrade both modifiers by +1, which I know is very helpful in just about everything, but if you have any not-so-obvious insights a new player might be missing when it comes to this then I'd love to hear them.
But, also, feats sound like they add some really fun flavor to a character. I'm looking at Polearm Master and Great Weapon Master and have read those are pretty much the best and most fun feats for Barbs and for being the party tank, as I am. I've also read Sentinel is good for this as well.
So anyway, would love to get as many thoughts and insights as I can on this. Anyone have extensive experience or a definitive favorite way to play the Barb?
Thanks in advance!
Ultimately, there is not really one right answer - you are choosing between a consistent increase in capabilities and something more niche. This is a choice even very experienced players can struggle with, so you are in good company.
Every time you hit an even number in a skill, you get 5% better at things like attack rolls and skill checks - each additional +1 bonus go an attack roll or skill check makes it more likely you pass an AC or DC. Long term, you generally want your primary skill (strength for a barbarian) to hit 20. That is what higher level monsters tend to be designed around, so that 5% extra becomes fairly important.
ASI, however, is kind of boring. It is an under-the-good change which increases your numbers generally, but does not give you fun new ways to actually engage with the game. Feats tend to be a bit more situational - but when that situation comes up, it is fun to pull out a nifty little trick.
Personally, I would probably go for ASI, just to get strength to an even 20 early. Then, when I level up, I can focus on more fun abilities long-term. If kind of stinks to be at level 12 or so, all the other players are getting cool feats… and you take something boring like ASI to get your 20.
As an editorial aside, I think making players choose between feats and ASI is the single worst element of 5e - and one I am sad is not getting fixed with the 2024 revision. It is confusing for new players, still difficult for experienced players, and means you are pretty much always leading something on the table. Especially at the level 4 and 8 choices, I have never had a player not feel a little disappointed after making their choice - leveling up should feel exciting, not like you’re given a Sophie’s Choice situation. Earlier editions of D&D kept skills and feats separate, specifically so both types of character growth could be explored.
Watch kind of weaponry do you like?
+1 STR and +1 CON is certainly a valid choice.
Personally I don't think I'd take polearm master over that. Just thinking in terms that the boosted health and consistent damage of the ASI is nice. Although the bonus action attack is certainly tempting still.
And with sentinel, being able to focus fire on you is nice. But it also benefits if you've got the hp too. So the ASI is pretty tempting still for that maxed ability.
But if you're wielding a greataxe then GWM is a very tempting prospect on a barb. You can use Reckless Attack to negate (essentially) the -5 from GWM and get that +10 damage boost. Since you're reckless-attacking, the advantage is already a source of bonuses plus the possibility of a +1 weapon.
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Polearm Master is good at providing reliable damage as you get more reaction attacks and an extra attack per turn, I would go with that first. After that, probably Great Weapon Master at level 8, and then level the +1 in Strength and Constitution at level 12.
Polearm Master is an incredibly good feat and pairs amazingly with Great Weapon Master. On top of that being able to have on demand advantage makes Great Weapon Master very good for you. The +1 in both stats is very good, but those two feat are super strong on a Barbarian.
This is super helpful thanks!
Also some data with your stats so it doesn't look like I am just spouting opinion. PAM loses efficiency on the first round of combat because you need to use a bonus action to rage, so it has two different numbers.
Expected DPR (damage per turn) not including Opportunity Attacks:
Lvl 4 mundane polearms vs AC 16 target:
PAM: turn 1: 9.71 damage, subsequent turns: 16.73 damage
+1 Str, +1 Con: 11.04 damage
GWM: 12.62 damage
Lvl 5 mundane polearm vs AC 16 target:
PAM: turn 1: 20.39 damage, subsequent turns: 27.78 damage
+1 Str, +1 Con: 23.01 damage
GWM: 28.31 damage
And this excludes the increased number of opportunity attacks you get with PAM which is a major selling point.

Edit: Updated GWM because I forgot to include the BA attack on Crit damage.
This is great information, thanks!
I was wondering about how all this would pair with the Extra Attack that comes with level 5. This is helpful thanks!
Once I got my Ancestral Guardian primal path I started using a lot of battle axe in one hand and javelin in the other hand that I would use to throw at enemies that are away from me but near my comrades, giving the enemies disadvantage. I've been having a lot of fun with that but definitely enjoy trying new things since I'm still so new to the game. I also just purchased a great axe to use against the bigger threats.
That's a really interesting way to look at GWM that you described with RA, I'll definitely look more into that for better understanding. I also have Extra Attack coming up at level 5 so I know that could be insanely powerful if I set this thing up right.
Ugh, I just want my ASI and a fun feat Right Now! lol like Caerwyn says, I feel like I'm giving something up either way.
Thanks for the reply!
Also, Graphs (on a normal turn you add Red and Orange together, on the first turn it is just Red):


Lvl 4:
Lvl 5:
Ok this is the most comprehensive D&D data analysis I've ever seen... Amazing!!