I am hoping to get people's views on this. I went for a subclass where it is customisable. Not really too sure on what to call it either just have some idea on mechanics. Any way here it goes.
At level 3
You take a short rest to imbue your energy into a weapon but it must have the thrown property. As a bonus action you can recall the weapon back to your hand and deal an additional 1d4 damage providing that the thrown attack was a hit. This damage increases to 1d6 at 6th level, 2d4 at 10th level and 2d6 at 14th level.
Also at 3rd level choose 2 of the following: you gain an additional one at 6th, 10th, and 14th level.
-as a bonus action you imbue your weapon with the elements. Choose either fire, cold, lightning, thunder, necrotic, force, acid or poison. Deals additional 1d4damage
-plus 1 a.c.
-water breathing
-gain resistance to 1 elemental type. Same list as above
-unarmed damage do 1d6 plus strength
At 6th level
While raging your throw distance on your imbued weapon increases by 15ft
10th level
Can now throw weapons without the throw property including heavy. Throw distance 20/40. Can imbue into the heavy weapon instead
14th level
Powers of the runes ( if I decide to go round themed) 1 action to become ultimate warrior of strength. You gain the following benefits:
-gain additional attack
-move speed increases by 10 ft
-plus proficiency bonus onto damage
-can dash as a bonus action
After 1 minute stunned for one round.
So that's it. Please let me know what you like/would change
I really like the thrown weapon mechanic. I was confused about the limitations. When I read the first ability I thought that the range was 20/60 and the weapon could be any weapon. Then it's clear that it's not the case. The additional damage should probably remain either the same dice (i.e. 1d6, 2d6, 3d6) or the same number of dice (1d4, 1d6, 1d8).
I don't like the different abilities you can pick up as I feel like the resistance and the additional damage will be picked up immediately and feel powerful.
On a side note, it's worth hearing what your inspiration is. There's discussion of runes?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
There seems to be a lot going on here all at once like you've thrown a lot at a wall and seen what sticks. At the start, you've got an interesting theme based on thrown weaponry. Features 3, 6, 10 all seem to follow the theme and then at 14th level, the capstone of the archetype, you have a very generic barbarian fight-y buff. Then you've also woven in the elemental theme in there and given choices for options which is quite cool, if it's working with the thrown weaponry. Gives it a very Gambit feel in my eyes with other inspirations here and there. But then there's random things. With this thrown weaponry focus, one of the options is Unarmed Damage increase. Or a straight up +1 AC. They seem like they're added for the sake of more options.
I think what you have here are two different Archetype ideas. One Runic Barbarian based on the elements and options, and one Thrown Weapon Barbarian. Take both of those and expand on them seperately and see what you get rather than trying to jam it all into one archetype.
I'd suggest the Elemental Runes Barbarian picks an element off the bat, akin to Dragonborn Resistance / Breath Type, and sticks with that throughout, perhaps grabbing a second or third option down the line that they can switch between damage types and keep resistances.
It's definitely the start of something and I look forward to seeing it updated. I'd just say stick to one theme throughout.
Maybe at 3rd, instead of picking from a list of abilities, they just learn a single Rune or and then everything gets based off of that.
For example, if they choose the "Fire Rune" they could: get extra fire damage to their Weapon Attacks = Proficiency modifier, fire resistance, and maybe Create Bonfire or Fire Bolt or Create Flame or something. For a "Beast Rune" maybe the AC and Unarmed Damage, for a "Hunter's Rune" maybe the thrown weapon stuff. Like a limited ability to call upon a True Name.
Then as they Level they can learn more runes. That way the players get to feel like have more personal agency at those levels and you get to still include everything you want.
The reason I was going for a barb that focuses on thrown weapons is at higher levels you come up against enemies with fly mechanics and sometimes the barb lags behind. I was thinking that having weapons based on throwing would negate that. I got my idea off god of war 4 so thinking you can throw the weapon at something far to hit that then punch an enemy right in front of you then recall the axe to deal additional damage to the enemy you threģw it at.
I like the idea of focusing on you weapon and a rune one separately or have the different runes (similar to the totem barb) woven with it. Any abilities you feel are lack luster or would include?
Not sure. I haven’t played a Barbarian yet in 5e. Back in AD&D 2e they had mighty longbows that used Str instead of Dex (think Arnold at the end of Predator) that might be an idea as a way to give them some more bite at range.
Throwing master barbarian (title could be better haha)
3rd level
You imbue your weapon to link with you. You become inseparable as you form a bond. During a short rest you imbue yourself with a weapon that has the throw property. When you use this weapon as a throw attack you add your rage damage modifier. As a bonus action you recall the weapon back to your hand causing ripping damage on the target. Ripping damages levels as follows;
Your bound weapon counts as a magical weapon to overcome magical resistances.
Ricochet shot- you can ricochet your throw to hit another enemy that is within 10ft of the first target. Make another attack roll to see if you hit the other target. The second target does not get the rage damage modifier and it only suffers half damage. The second target is the only target that suffers the ripped effect (which is full damage) from the recall bonus action. 2x per long rest
10th level
Increase range of thrown weapons by 15 ft.
Can bound to 2 weapons, can only bonus action recall one weapon at a time
Can now throw and bound to weapons that do not have the throw property. The weapon can have the heavy property. The range for these weapons are 20/40
14th level
Bonus action recall now recalls all bound thrown weapons at once dealing ripped damage to all targets affected. Ricochet shot now deals full damage to second target. 3x per long rest
I dunno, I think maybe the "ripping damage" is a bit much compared to the Eldritch Knight's Weapon Bond at lvl 3. Just adding Rage bonus to everything you throw and having the weapon teleport to your hand as a Bonus might be more on par.
Also compare your "Ricochet Shot" to the Arcane Archer's Magic Arrow and Curving Shot:
MAGIC ARROW At 7th level,you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical a rrow from a shortbow or longbow, you can make it magical for the purpose ofovercoming resistance and immunity to non- magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
CURVING SHOT At 7th level,you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
That Is true I didn't take into account sharp shooter as with ripping damage that will make it potentially op. If that is what you're getting at?
What change would you make to the ricochet shot? I liked the idea of hitting two people close to each over. Curving shot is good but didn't want to copy straight.
Thank you for your input though as I can see it all from another point
Maybe on a Crit, instead of doubling the damage dice to the target it does the extra to someone within 5-10 feet if they fail a Dex save? Maybe if you hit at all you can always split the damage like that? That way it stays the same damage potential, but just spreads the pain to multiple targets. That's just off the top of my head, I might come up with something better later if you don't do it first.
Or maybe, instead of just "teleporting" the weapon back to your hand it "flies back to you" so it could potentially hit a second target on the way? that has a higher damage potential than my other ideas, but since its way more situational (like beam type spells such as lightning bolt) it might not be OP.
I like the image of it flying back to the hand. So could just come back in a straight line. I tried to look at your subclass for monk but would let me see it. I'm sorry as you've helped me a lot in mine I would like to repay the favour
No problem. If you maybe repost it then can have a look? Or type it all out in a new forum? I know that would be super annoying but could sort it and then get opinion.
Okay, here's my thought on the Ricochet shot... if your'e changing it to having the weapon fly back to the Barb in a straight line... instead of the Ricochet shot you could say that, if you move your Barb into position, when they recall their weapon any targets in line have to pass a DEX saving throw, and any failing targets take damage... my instinct is to say it deals damage equal to your Rage modifier (nothing too high, since it's possible to shoot it through a bunch of enemies if you aim it right). Takes advantage of a Barbarian's increased movement speed, and I think requires a bit more creativity to take advantage of, which I think makes it feel more rewarding to use.
3rd level: Your wording giving it extra rage damage and an elemental damage boost all the time, at 3rd level, is far too great of a damage potential at that level, especially with bonus action returning. The 3rd level ability sets the tone for the class. Your theme here is throwing. So, within the power scale of a 3rd level ability, the start should be something along the lines of "All weapons thrown by you, immediately return to your had once the attack is resolved, regardless of outcome. You can reuse the same weapon if you have extra attacks. Weapons thrown by you benefit from your rage damage bonus while your rage is active." That way, you don't worry about a bonded weapon like a warlock would, and instead, you wear a totem of some sort for it, it sets you up for 5th level extra attack, and you add your rage bonus while raging.
At this point, that ability right there is enough on the power scale, but let's move on.
6th level: Here, this is good point to add in your elemental flair. Chose your element, and scale it. d4 now, d6 at 10th, d8 at 14th. Now, that might not seem like a lot, but lets juice it up with some Barbarian flair later.
10th level: Here is where you can now imbue other 1 handed weapons without the throwing property, to make them have it. Let's give them a range of 20/60. Let's also double up the range of simple weapons with the thrown property, giving you a rangier option for slightly less oomph. Here is also where we juice your elemental damage. Now, when you crit, Brutal Strikes also effects that damage as well (stay bursty my friends). Let's shy away from the heavy and two handed weapons for balance reasons.
14th level: Here is where you can get a little crazier. Sub-Class capstone! Keeping with theme, I would go with: "You throw you weapon, and roll to hit every creature you chose in a 10' line out to your weapons maximum range." recharge on short or long rest. Here is your ricochet! Notice how the wording removes that pesky disadvantage to the over normal range attack? booya!
Keeps your theme, tempers it down to fit more readily with the power scale, and gives you some fun options on play style. now your Barbarian can lay the smack down from all over!
I didn't add the "counts as magical for resistance purposes," as you should be able to get yourself a magical weapon fairly easily as a weapon-centric class, and it keeps us more in balance lines when considering the other parts as a whole. Especially since ammunition is not an issue here.
Hi everyone
I am hoping to get people's views on this. I went for a subclass where it is customisable. Not really too sure on what to call it either just have some idea on mechanics. Any way here it goes.
At level 3
You take a short rest to imbue your energy into a weapon but it must have the thrown property. As a bonus action you can recall the weapon back to your hand and deal an additional 1d4 damage providing that the thrown attack was a hit. This damage increases to 1d6 at 6th level, 2d4 at 10th level and 2d6 at 14th level.
Also at 3rd level choose 2 of the following: you gain an additional one at 6th, 10th, and 14th level.
-as a bonus action you imbue your weapon with the elements. Choose either fire, cold, lightning, thunder, necrotic, force, acid or poison. Deals additional 1d4damage
-plus 1 a.c.
-water breathing
-gain resistance to 1 elemental type. Same list as above
-unarmed damage do 1d6 plus strength
At 6th level
While raging your throw distance on your imbued weapon increases by 15ft
10th level
Can now throw weapons without the throw property including heavy. Throw distance 20/40. Can imbue into the heavy weapon instead
14th level
Powers of the runes ( if I decide to go round themed) 1 action to become ultimate warrior of strength. You gain the following benefits:
-gain additional attack
-move speed increases by 10 ft
-plus proficiency bonus onto damage
-can dash as a bonus action
After 1 minute stunned for one round.
So that's it. Please let me know what you like/would change
Thank you for reading:)
I really like the thrown weapon mechanic. I was confused about the limitations. When I read the first ability I thought that the range was 20/60 and the weapon could be any weapon. Then it's clear that it's not the case. The additional damage should probably remain either the same dice (i.e. 1d6, 2d6, 3d6) or the same number of dice (1d4, 1d6, 1d8).
I don't like the different abilities you can pick up as I feel like the resistance and the additional damage will be picked up immediately and feel powerful.
On a side note, it's worth hearing what your inspiration is. There's discussion of runes?
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
There seems to be a lot going on here all at once like you've thrown a lot at a wall and seen what sticks.
At the start, you've got an interesting theme based on thrown weaponry. Features 3, 6, 10 all seem to follow the theme and then at 14th level, the capstone of the archetype, you have a very generic barbarian fight-y buff.
Then you've also woven in the elemental theme in there and given choices for options which is quite cool, if it's working with the thrown weaponry. Gives it a very Gambit feel in my eyes with other inspirations here and there.
But then there's random things. With this thrown weaponry focus, one of the options is Unarmed Damage increase. Or a straight up +1 AC. They seem like they're added for the sake of more options.
I think what you have here are two different Archetype ideas. One Runic Barbarian based on the elements and options, and one Thrown Weapon Barbarian. Take both of those and expand on them seperately and see what you get rather than trying to jam it all into one archetype.
I'd suggest the Elemental Runes Barbarian picks an element off the bat, akin to Dragonborn Resistance / Breath Type, and sticks with that throughout, perhaps grabbing a second or third option down the line that they can switch between damage types and keep resistances.
It's definitely the start of something and I look forward to seeing it updated. I'd just say stick to one theme throughout.
Maybe at 3rd, instead of picking from a list of abilities, they just learn a single Rune or and then everything gets based off of that.
For example, if they choose the "Fire Rune" they could: get extra fire damage to their Weapon Attacks = Proficiency modifier, fire resistance, and maybe Create Bonfire or Fire Bolt or Create Flame or something. For a "Beast Rune" maybe the AC and Unarmed Damage, for a "Hunter's Rune" maybe the thrown weapon stuff. Like a limited ability to call upon a True Name.
Then as they Level they can learn more runes. That way the players get to feel like have more personal agency at those levels and you get to still include everything you want.
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The reason I was going for a barb that focuses on thrown weapons is at higher levels you come up against enemies with fly mechanics and sometimes the barb lags behind. I was thinking that having weapons based on throwing would negate that. I got my idea off god of war 4 so thinking you can throw the weapon at something far to hit that then punch an enemy right in front of you then recall the axe to deal additional damage to the enemy you threģw it at.
I like the idea of focusing on you weapon and a rune one separately or have the different runes (similar to the totem barb) woven with it. Any abilities you feel are lack luster or would include?
Not sure. I haven’t played a Barbarian yet in 5e. Back in AD&D 2e they had mighty longbows that used Str instead of Dex (think Arnold at the end of Predator) that might be an idea as a way to give them some more bite at range.
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I had an idea; what if you simply let the subclass add their Rage bonus damage to thrown weapons? That would:
a)Scale with lvl advance
b)Be easier for you to write
c)Be easier for players to use/remember
just a thought.
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I have legit put that into the notes for the updated one :) tonight I will put up an updated version up and hopefully get your feedback on that :)
Here is the updated version hope you like it.
Throwing master barbarian (title could be better haha)
3rd level
You imbue your weapon to link with you. You become inseparable as you form a bond. During a short rest you imbue yourself with a weapon that has the throw property. When you use this weapon as a throw attack you add your rage damage modifier. As a bonus action you recall the weapon back to your hand causing ripping damage on the target. Ripping damages levels as follows;
3rd level 1d4, 6th level 1d6, 10th level 1d8 and 14th level 1d10
6th level
Your bound weapon counts as a magical weapon to overcome magical resistances.
Ricochet shot- you can ricochet your throw to hit another enemy that is within 10ft of the first target. Make another attack roll to see if you hit the other target. The second target does not get the rage damage modifier and it only suffers half damage. The second target is the only target that suffers the ripped effect (which is full damage) from the recall bonus action. 2x per long rest
10th level
Increase range of thrown weapons by 15 ft.
Can bound to 2 weapons, can only bonus action recall one weapon at a time
Can now throw and bound to weapons that do not have the throw property. The weapon can have the heavy property. The range for these weapons are 20/40
14th level
Bonus action recall now recalls all bound thrown weapons at once dealing ripped damage to all targets affected. Ricochet shot now deals full damage to second target. 3x per long rest
What do you all think to this version?
I dunno, I think maybe the "ripping damage" is a bit much compared to the Eldritch Knight's Weapon Bond at lvl 3. Just adding Rage bonus to everything you throw and having the weapon teleport to your hand as a Bonus might be more on par.
Also compare your "Ricochet Shot" to the Arcane Archer's Magic Arrow and Curving Shot:
MAGIC ARROW
At 7th level,you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical a rrow from a shortbow or longbow, you can make it magical for the purpose ofovercoming resistance and immunity to non- magical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
CURVING SHOT
At 7th level,you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
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I only mention it because of how well the subclass will potentially interact with the Duel Wielder and Sharpshooter Feats....
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That Is true I didn't take into account sharp shooter as with ripping damage that will make it potentially op. If that is what you're getting at?
What change would you make to the ricochet shot? I liked the idea of hitting two people close to each over. Curving shot is good but didn't want to copy straight.
Thank you for your input though as I can see it all from another point
Maybe on a Crit, instead of doubling the damage dice to the target it does the extra to someone within 5-10 feet if they fail a Dex save? Maybe if you hit at all you can always split the damage like that? That way it stays the same damage potential, but just spreads the pain to multiple targets. That's just off the top of my head, I might come up with something better later if you don't do it first.
Or maybe, instead of just "teleporting" the weapon back to your hand it "flies back to you" so it could potentially hit a second target on the way? that has a higher damage potential than my other ideas, but since its way more situational (like beam type spells such as lightning bolt) it might not be OP.
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I like the image of it flying back to the hand. So could just come back in a straight line. I tried to look at your subclass for monk but would let me see it. I'm sorry as you've helped me a lot in mine I would like to repay the favour
I’m glad you like the idea, kindofa Thor feel.
Thank you for letting me know about the glitch, that explains why 70 people have looked at it an nobody has given me an opinion lol.
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No problem. If you maybe repost it then can have a look? Or type it all out in a new forum? I know that would be super annoying but could sort it and then get opinion.
It’s probably because we are a Mac household. I’ll give it the ol’ Copy-n-paste when I get to my computer.
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Okay, here's my thought on the Ricochet shot... if your'e changing it to having the weapon fly back to the Barb in a straight line... instead of the Ricochet shot you could say that, if you move your Barb into position, when they recall their weapon any targets in line have to pass a DEX saving throw, and any failing targets take damage... my instinct is to say it deals damage equal to your Rage modifier (nothing too high, since it's possible to shoot it through a bunch of enemies if you aim it right). Takes advantage of a Barbarian's increased movement speed, and I think requires a bit more creativity to take advantage of, which I think makes it feel more rewarding to use.
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I love that idea
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Few thoughts for balance.
3rd level: Your wording giving it extra rage damage and an elemental damage boost all the time, at 3rd level, is far too great of a damage potential at that level, especially with bonus action returning. The 3rd level ability sets the tone for the class. Your theme here is throwing. So, within the power scale of a 3rd level ability, the start should be something along the lines of "All weapons thrown by you, immediately return to your had once the attack is resolved, regardless of outcome. You can reuse the same weapon if you have extra attacks. Weapons thrown by you benefit from your rage damage bonus while your rage is active." That way, you don't worry about a bonded weapon like a warlock would, and instead, you wear a totem of some sort for it, it sets you up for 5th level extra attack, and you add your rage bonus while raging.
At this point, that ability right there is enough on the power scale, but let's move on.
6th level: Here, this is good point to add in your elemental flair. Chose your element, and scale it. d4 now, d6 at 10th, d8 at 14th. Now, that might not seem like a lot, but lets juice it up with some Barbarian flair later.
10th level: Here is where you can now imbue other 1 handed weapons without the throwing property, to make them have it. Let's give them a range of 20/60. Let's also double up the range of simple weapons with the thrown property, giving you a rangier option for slightly less oomph. Here is also where we juice your elemental damage. Now, when you crit, Brutal Strikes also effects that damage as well (stay bursty my friends). Let's shy away from the heavy and two handed weapons for balance reasons.
14th level: Here is where you can get a little crazier. Sub-Class capstone! Keeping with theme, I would go with: "You throw you weapon, and roll to hit every creature you chose in a 10' line out to your weapons maximum range." recharge on short or long rest. Here is your ricochet! Notice how the wording removes that pesky disadvantage to the over normal range attack? booya!
Keeps your theme, tempers it down to fit more readily with the power scale, and gives you some fun options on play style. now your Barbarian can lay the smack down from all over!
I didn't add the "counts as magical for resistance purposes," as you should be able to get yourself a magical weapon fairly easily as a weapon-centric class, and it keeps us more in balance lines when considering the other parts as a whole. Especially since ammunition is not an issue here.