I'm not sure what to say because the relationships between damage, temp hp and actual hp are so complicated here. You're gaining significant extra damage at the cost of hp, but then you're gaining some temp hp to make up for it, but then you also heal hp when below a certain threshold, and you can convert temp hp back into real hp or you can convert temp hp into more damage or real hp into more damage. And on top of all this, barbs get so much mileage out of temp hp just makes it harder to figure out how strong this is.
If it were me, I might step back here and break the concept back down into its pieces and try to provide a simple, self-contained scaling mechanic for each one. You get temp hp from a single feature. You can only spend them in one way. You can only regain real hp in one way. You can only deal extra damage in one way. I think you could still preserve the cycle themes and the in-game choices you're going for while also simplifying things a bit.
But that's just me and some if not all of that is personal preference. I just don't have the computational brain power to figure out if all of these transactions and loops and cycles add up to something that falls within the performance range of the other barb subclasses.
I created a blood-magic barbarian subclass and I am interested in feedback on its balance/abilities.
https://www.dndbeyond.com/subclasses/1188616-path-of-the-hemo-fury
Thanks!
I'm not sure what to say because the relationships between damage, temp hp and actual hp are so complicated here. You're gaining significant extra damage at the cost of hp, but then you're gaining some temp hp to make up for it, but then you also heal hp when below a certain threshold, and you can convert temp hp back into real hp or you can convert temp hp into more damage or real hp into more damage. And on top of all this, barbs get so much mileage out of temp hp just makes it harder to figure out how strong this is.
If it were me, I might step back here and break the concept back down into its pieces and try to provide a simple, self-contained scaling mechanic for each one. You get temp hp from a single feature. You can only spend them in one way. You can only regain real hp in one way. You can only deal extra damage in one way. I think you could still preserve the cycle themes and the in-game choices you're going for while also simplifying things a bit.
But that's just me and some if not all of that is personal preference. I just don't have the computational brain power to figure out if all of these transactions and loops and cycles add up to something that falls within the performance range of the other barb subclasses.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm