Base Class: Barbarian
Some barbarians are descended from or otherwise related to giants, and harness that power to wield massive weapons.
Restriction: High Strength
Due to the rules being slightly bent here, there are certain prerequisites that must be met in order to take this archetype. You must fulfill at least one of the following bullet points by the time you take this subclass at 3rd level.
- You have a 16 or higher Strength score.
- You have the Powerful Build feature granted by your race.
- You have the Brawny Feat.
This subclass is a Quixotic-Dragon production.
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- Is this subclass unique enough to be justified as its own thing?
- Is there anything about this subclass that doesn't fit the balance established by Wizards of the Coast?
- If so, what?
- Is there any terminology or phrasing that made this subclass confusing or difficult to understand?
- Are there any changes you would make in order to make the subclass more fun or easier to play?
- Are there any other notes or improvements you would make to this class that were not mentioned in these questions?
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Titan's Grip
Starting at 3rd level, while raging, you have superior grip strength. If you are a medium creature, this allows you to wield a weapon with the heavy and two-handed properties in one hand. If you are a small creature, this allows you to wield a weapon with the versatile property in one hand while still doing the damage it would deal if you used it two-handed. You must have an equally heavy item in your other hand to counterbalance the weight (for example, a tower shield or a matching two-handed weapon). You will probably want to keep two sets of weapons on your person at all times.
Titan's Stride
Starting at 6th level, your jump distance is doubled and your base walking speed increases by 10 feet.
Titan's Mercy
Starting at 10th level, you can attempt to execute a target. You make a normal attack. If you hit, you roll 1d20. If the number you roll is greater than or equal to the percentage of health they have left, the target dies outright, without death saving throws. This ability can be done once per long rest.
Titan's Ire
Starting at 14th level, when you rage, you act as if under the effects of the Haste spell. When you end your rage, you cannot move or take actions until the end of your next turn, as stated in the Haste spell description.
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Posted Mar 27, 2024The Dual Wielder feat is its own thing. Regarding how this works with two-weapon fighting, this works exactly as two-weapon fighting is written, but with the "light" requirement removed. So yes, you are able to make two attacks in a turn, with the second attack as a bonus action, but your modifier will not apply to the bonus action attack. We wanted to preserve the players' ability to choose and benefit from Dual Wielder later, if so desired.
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Posted Mar 26, 2024That doesn't quite answer my question. I am asking how this specifically works with the Two Weapon Fighting. I get it allows you to duel wield heavy and two-handed weapons but you do not explicitly say how this interacts with Two Weapon Fighting. Do you add your modifier to both attacks, or just one attack? Are you able to make two attacks in a turn? Is the second attack a bonus action ect. I would suggest adding language like what the duel wielder feats does to clarify this.
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Posted Mar 24, 2024It is in fact meant to work with dual wielding. It also allows a player to use weapons while wielding a shield, if they so desire.
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Posted Mar 23, 2024Is this intended to be used like the Duel Wielder Feat where you can attack twice, once with an action and a second time with a bonus action or what would the benefit be of being able to just hold two Heavy weapons?