Wanted some help to see if this sub-class is balanced, fun and in need of any changes to make it better, for now i am thankfull for an C&C that may come
Some barbarians, throught a blessing , curse or ritual bind their mind, body and soul with their weapons, this bind with the barbarian and his weapon can be visible for example as chains burning in their flesh, vines appearing from under their skin and grabbing their weapons, a magical string of light or any other similar effects. These type of warriors follow the Path of the Unchained Warrior, barbarians who follow this paths act and fight as if their weapons are a extension of themselfs, believing to have unchained their true potential or that the weapon is nothing but a parasite or a curse that binds them and hold them back or control them. Normally barbarians who follows this path are champions of gods, suffered a curse, exchanged something of great value with fiends, or their tribe performs a ritual to bind him with his weapons, however they are other cases of barbarians receiving this gift throught other methods. Althought the weapon give alot of benefits to the barbarian, it does not come without drawbacks, this powers feed on the barbarian's emotions, except for rage, making the barbarian a tempered, angry and with almost no patience. As the barbarian progress and master the use of his powers the deeper the bind goes to it's soul and feeding more of his emotions, eventually leaving only rage. Some barbarians may see this as a symbiotic relationship, where both needs one another or a parasitic relationship, where the weapon is intentionally holding back and only feeding on the emotion of the barbarian. However they came upon this power, they make for incredible warriors, being feared in the battlefield, calling these barbarians "Chained Warriors" for the fact they all seem to be covered in chains.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and up to two melee weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, a visual connection between the weapon and the warrior is made such as, chains burning in your flesh, vines that protrude from under your skin, a magical string of light that interlock with you and the weapon and so on. When you rage the weapon may change its appearance such as, the chains may start turning red-hot, the vines may grow spikes,or the magical string may turn blood-red. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon and the weapon cannot leave 60ft from the user, although it can be hidden from sight magically, for example morphing into chains, as a simple leaf in your hand, or just a small glow in your arms, the effect may change while your character gets angry as seen above.
You can have up to two bonded weapons and you can summon or return both in your hands with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Unchained Fury
At 3rd level when you choose this path, you bind a weapon to your mind, body and soul, both acting as one in combat. While raging, ranged weapon attacks made with a bonded weapon count as melee weapon attacks for the purposes of Barbarian class features, such as Reckless Attack and Barbarian Rage. When you make a thrown attack with your bonded weapons, you may recall your weapon back to your hands after the attack. Thrown attacks made with your bonded weapons ignore half or three-quarter cover, and you may attack creatures within 20 feet in total cover with disadvantage on the attack.
Furious Reaction
Beginning at 6th level, feeding on your rage, your bindings shift around your body and lash out to protect its host from lethal attacks, parrying, striking or shifting it's binding towards a attack and lash out to all nearby enemies. Once per rage if a creature attacks you and before damage is dealt, you can as a reaction gain +5 to your AC until the start of your next turn and cause damage to all hostile creatures within 5 feet of you equal to your Rage damage.
At 14th level you may do this ability twice per rage
Unbounded Movement
At 10th level, Your rage fuels your weapon, giving it incredible durability, resistance and sharpness being able to cut and pierce mountains. You can pin itself to almost any surface, making it possible for you to climb up walls, stay in upside-down surfaces or to swing yourself with your bindings. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Alternatively, you may throw your bonded weapon to a surface within range and pin the weapon to it and jump, When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total, you may recall your weapon as this movement ends, if you land on a vertical surface or on a ceilling you may choose to pin yourself to it. You can make this special check only once per turn.
Cyclone of Fury
Beginning at 14th level, your rage fills your weapons with energy, giving them movement of their own and making them lash out and whip around you in a frenzy. Once per rage you may as an action send one of your bonded weapon into a cyclone of fury and steel in a 20 foot radius sphere centered on you. A creature takes damage equal to your bonded weapon's damage + your strenght modifier + your rage damage when it enters the Cyclone's area for the first time on a turn or start it's turn there. You may end this effect as a free action when you recall your weapon or when your rage ends, you may not attack with that weapon until this effect ends.
The ignoring cover from Unchained Fury is too much. If they want that they can take the feat (which they probably will anyway), and Cyclone of Fury might need to be only 1ce or 2ce per Long Rest (1ce/Short Rest at most) but otherwise it looks pretty good.
I agree... giving the player what amounts to the Sharpshooter feat for free in addition to the other boons of the class is too much for a level 3 skill gain. I also think that the Cyclone of fury should either deal less damage or allow a DEX save for half-damage, in addition to making it once per short rest instead of once per rage.
Other than that I really like the other two abilities. I especially like the Unbounded Movement, since I really enjoy giving characters abilities that aren't just useful in combat, but help with exploration and roleplay as well.
Other than that I really like the other two abilities. I especially like the Unbounded Movement, since I really enjoy giving characters abilities that aren't just useful in combat, but help with exploration and roleplay as well.
Thanks, i was debating in giving that to them since i am aware of the feat, but was not sure. Going to remove it as i agree with you that it is too much. Also what do you mean with ce on your first comment?
Thanks, i agree with you both that it is too much. Also going to make cyclone a dex save since guaranted damage normally are really weak or have the ability to halve it. What would you recommend the DC to be?
Well, going off of what I've experienced as a Storm Herald Barbarian, I would set the DC as 8+Proficiency+CON. The CON would represent how well your character's body is able to handle the strain of the weapon attached to their body whipping violently through the air.
I absolutely enjoy this concept. This is super interesting. I agree with the others above. Messing with cover steps right into feat territory. And even the ignoring of full cover is cool flavor, but way to strong for a level 3 feature.
My suggestion is from another throwing weapon sort of subclass I saw. Double the throwing weapons normal range. Doesn't increase the long distance, but makes throwing weapons a bit more effective.
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Wanted some help to see if this sub-class is balanced, fun and in need of any changes to make it better, for now i am thankfull for an C&C that may come
Some barbarians, throught a blessing , curse or ritual bind their mind, body and soul with their weapons, this bind with the barbarian and his weapon can be visible for example as chains burning in their flesh, vines appearing from under their skin and grabbing their weapons, a magical string of light or any other similar effects. These type of warriors follow the Path of the Unchained Warrior, barbarians who follow this paths act and fight as if their weapons are a extension of themselfs, believing to have unchained their true potential or that the weapon is nothing but a parasite or a curse that binds them and hold them back or control them. Normally barbarians who follows this path are champions of gods, suffered a curse, exchanged something of great value with fiends, or their tribe performs a ritual to bind him with his weapons, however they are other cases of barbarians receiving this gift throught other methods. Althought the weapon give alot of benefits to the barbarian, it does not come without drawbacks, this powers feed on the barbarian's emotions, except for rage, making the barbarian a tempered, angry and with almost no patience. As the barbarian progress and master the use of his powers the deeper the bind goes to it's soul and feeding more of his emotions, eventually leaving only rage. Some barbarians may see this as a symbiotic relationship, where both needs one another or a parasitic relationship, where the weapon is intentionally holding back and only feeding on the emotion of the barbarian. However they came upon this power, they make for incredible warriors, being feared in the battlefield, calling these barbarians "Chained Warriors" for the fact they all seem to be covered in chains.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and up to two melee weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond, a visual connection between the weapon and the warrior is made such as, chains burning in your flesh, vines that protrude from under your skin, a magical string of light that interlock with you and the weapon and so on. When you rage the weapon may change its appearance such as, the chains may start turning red-hot, the vines may grow spikes,or the magical string may turn blood-red.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon and the weapon cannot leave 60ft from the user, although it can be hidden from sight magically, for example morphing into chains, as a simple leaf in your hand, or just a small glow in your arms, the effect may change while your character gets angry as seen above.
You can have up to two bonded weapons and you can summon or return both in your hands with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Unchained Fury
At 3rd level when you choose this path, you bind a weapon to your mind, body and soul, both acting as one in combat. While raging, ranged weapon attacks made with a bonded weapon count as melee weapon attacks for the purposes of Barbarian class features, such as Reckless Attack and Barbarian Rage. When you make a thrown attack with your bonded weapons, you may recall your weapon back to your hands after the attack. Thrown attacks made with your bonded weapons ignore half or three-quarter cover, and you may attack creatures within 20 feet in total cover with disadvantage on the attack.
Furious Reaction
Beginning at 6th level, feeding on your rage, your bindings shift around your body and lash out to protect its host from lethal attacks, parrying, striking or shifting it's binding towards a attack and lash out to all nearby enemies. Once per rage if a creature attacks you and before damage is dealt, you can as a reaction gain +5 to your AC until the start of your next turn and cause damage to all hostile creatures within 5 feet of you equal to your Rage damage.
At 14th level you may do this ability twice per rage
Unbounded Movement
At 10th level, Your rage fuels your weapon, giving it incredible durability, resistance and sharpness being able to cut and pierce mountains. You can pin itself to almost any surface, making it possible for you to climb up walls, stay in upside-down surfaces or to swing yourself with your bindings. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Alternatively, you may throw your bonded weapon to a surface within range and pin the weapon to it and jump, When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total, you may recall your weapon as this movement ends, if you land on a vertical surface or on a ceilling you may choose to pin yourself to it. You can make this special check only once per turn.
Cyclone of Fury
Beginning at 14th level, your rage fills your weapons with energy, giving them movement of their own and making them lash out and whip around you in a frenzy. Once per rage you may as an action send one of your bonded weapon into a cyclone of fury and steel in a 20 foot radius sphere centered on you. A creature takes damage equal to your bonded weapon's damage + your strenght modifier + your rage damage when it enters the Cyclone's area for the first time on a turn or start it's turn there. You may end this effect as a free action when you recall your weapon or when your rage ends, you may not attack with that weapon until this effect ends.
The ignoring cover from Unchained Fury is too much. If they want that they can take the feat (which they probably will anyway), and Cyclone of Fury might need to be only 1ce or 2ce per Long Rest (1ce/Short Rest at most) but otherwise it looks pretty good.
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I agree... giving the player what amounts to the Sharpshooter feat for free in addition to the other boons of the class is too much for a level 3 skill gain. I also think that the Cyclone of fury should either deal less damage or allow a DEX save for half-damage, in addition to making it once per short rest instead of once per rage.
Other than that I really like the other two abilities. I especially like the Unbounded Movement, since I really enjoy giving characters abilities that aren't just useful in combat, but help with exploration and roleplay as well.
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Absolutely!
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Thanks, i was debating in giving that to them since i am aware of the feat, but was not sure. Going to remove it as i agree with you that it is too much. Also what do you mean with ce on your first comment?
Thanks, i agree with you both that it is too much. Also going to make cyclone a dex save since guaranted damage normally are really weak or have the ability to halve it. What would you recommend the DC to be?
8+Str+Proficiency
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Well, going off of what I've experienced as a Storm Herald Barbarian, I would set the DC as 8+Proficiency+CON. The CON would represent how well your character's body is able to handle the strain of the weapon attached to their body whipping violently through the air.
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I absolutely enjoy this concept. This is super interesting. I agree with the others above. Messing with cover steps right into feat territory. And even the ignoring of full cover is cool flavor, but way to strong for a level 3 feature.
My suggestion is from another throwing weapon sort of subclass I saw. Double the throwing weapons normal range. Doesn't increase the long distance, but makes throwing weapons a bit more effective.