March 3, 2017

Feral Ravager

Primal Path
Comments from the Knuckle: Featuring possibly Hugh Jackman's last outing as Wolverine, Logan premieres today in the United States! Celebrate this awesome character with us by rolling up a distinctly Wolverine-y barbarian.

Path of the Feral Ravager

Those who completely embrace the primal instincts that reside within all living things to hunt, fight, and kill might discover the Path of the Feral Ravager. Those who embrace this path revel in their primal instincts, and are transformed to resemble the feral animal residing just beneath their skin. They fight like animals, with tooth and nail, howling through the carnage and bathing in the blood of their felled enemies.


Feral Blood
Your feral blood allows you to produce natural weapons to savage your foes. Starting at 3rd level, you gain the following benefits:
  • You grow natural weapons, such as a pair of claws, fangs, horns, spines, or a different natural weapon of your choice. These weapons deal 1d6 bludgeoning, piercing, or slashing damage as appropriate to the natural weapon you choose. This damage increases as you gain levels in this class, as shown on the table below.
  • You can extend and retract your natural weapons from your body, as you would draw or stow a weapon.
  • When you use your Reckless Attack feature with your natural weapons on your turn, you can make an attack using your natural weapons as a bonus action.
Barbarian Level  Natural Weapon Damage Die
6th1d8
10th1d10
14th1d12

Fury Strike
Starting at 6th level, your feral blood empowers your natural weapons, granting you the following benefits:
  • Attacks with your natural weapons are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
  • When you take the Dash or Disengage action on your turn, you can make one attack using your natural weapons as a bonus action.

Tear Asunder
Starting at 10th level, you have advantage on attack rolls you make against objects. On a hit, you deal maximum damage and you can ignore the object's damage threshold, if it has one.

Undying Rage
Starting at 14th level, your wounds stitch themselves together. While you're raging and you are conscious, you regain hit points equal to 5 + your Constitution modifier at the start of your turn.
     Additionally, your uncanny ability to heal and shrug off death also slows down your aging. You age one year for every ten years you live, and your expected lifespan is ten times that of an average member of your race.



Changelog: 3/3/17: Feral Blood: Redundant sentence removed
Feral Blood, and others: Wording migrated to remove references to unarmed strikes (again)
Undying Rage: Does not require a reaction
3/13/17: Undying Rage: Passive health regeneration, rather than resurrecting from 0 HP

23 comments:

  1. Proficiency with your unarmed strikes is a tad redundant, all things considered.

    ReplyDelete
    Replies
    1. Good catch -- thought I removed that. It's a remnant from the Alter Self spell, whose effects the Knuckle was piggybacking off of.

      Delete
    2. That part of the spell seemed cool but not particularly useful on the classes that had access to it. I love it's use here.

      Delete
    3. That's one thing that's always disappointed me about the spell, especially since it's so cool visually. I'm glad you like it's usage here! :D

      Delete
    4. Also, per errata, everyone is proficient in unarmed strikes.

      Delete
    5. Very true -- however, this class has been changed to no longer include reference to unarmed strikes.

      Delete
    6. It still references unarmed strikes in the opening sentence and the second bullet of Fury Strike.

      Also, slight typo in the third bullet of Feral Blood: "you can make attack" is missing an "an".

      Delete
  2. Ok, so this is pretty damn cool.

    It takes a long time until your natural claws measure up to a normal barbarian's damage (d12, and a berserker can also attack as bonus). However, if you use a shield it beats the normal damage on high levels. Using a shield is kinda unexpected of this barbarian, but works great!

    I was expecting to see a lot more ranger-ness here, and glad I found non. Sure, a Keen Senses could've worked, but it's really more fun to have your minotaur gore through a castle wall.

    ReplyDelete
    Replies
    1. Why thank ye! I'd thought of Keen Senses originally, but when I set out to make this it felt slightly ridiculous thematically, since I wanted to replicate the serious, grounded nature of Logan.

      Delete
  3. huh. i was always under the impression that attacks with natural weapons and unarmed strikes were two different things. am i wrong?

    ReplyDelete
    Replies
    1. Sage Advice says they are distinct: https://twitter.com/mikemearls/status/600733233861398529, which means the Knuckle may need to switch the terminology...

      Seems like something where a DM might house-rule otherwise though.

      Delete
    2. This initial used the wording of Alter Self, which let's you grow claws and fangs, but specifically enhanced your unarmed strike.

      It's the same thing our Warshaper does.

      Delete
  4. this is cool bub i mean bub its awesome bub just dont hit me bub

    ReplyDelete
    Replies
    1. I'm glad you think it's cool! I put a lot of effort into making sure this felt like Logan! :D

      Delete
    2. Its ferry Logan I mean even the dwarf Logan in the pic.im
      Gonna be crowded x23 but I mean this is cool.i saw that Logan dwarf and that game grumps animated of them going bub just clicked.

      Delete
  5. One thing about Undying Rage: Being unconscious makes you unable to take reactions, so you may want to remove that requirement or add a special caveat that you can take this reaction even when incapacitated.

    ReplyDelete
    Replies
    1. I should probably remove that requirement anyway, since you make death saving throws on your turn, and reactions normally take place outside of your turn.

      Delete
  6. Yay! Another natural-weapons/unarmed strike barbarian! It's uncouth to oversimplify it so much, this is a cool class, but I want more original techniques! Like a barbarian that emulates the older barbarian of AD&D, or one who's prowess is noted off of their weapon skill, their rage being reskinned to complete and utter control of their weapon, kensei style. Eh, I'm still in love with the Gunslinger and Muscle Wizard though, so keep up the good work!

    ReplyDelete
    Replies
    1. It was also designed to emulate Logan - it's not that we don't plan on making more unique techniques, but I was going for a specific visual with this one.

      I will give you that we've made a few Unarmed Barbarians.

      Delete
  7. Nice and I know, it is to emulate old Logan and all, but the lack of some sort of self-heal really bugs me off a bit. Undying Rage seems a bit off the unstopable feral menace idea and more close to a mage contingency of some sort ( being 1/short rest and triggering only on a death save).
    Having it heal only its level as hitpoints looks a bit weak too, since at 14th level and so on, it is expected to have the frontline barbarian to suffer around 10 to 20 points of damage per round, if the wizard/cleric/etc is not there to control field the fight away or if the barb does not retreat/disengage/eat a snickers of healing (and theres the fact that Relentless Rage is pretty similar in effect).
    And come on, its a Logan build we're looking at here, can you really see Logan retreating for safety just because some small problems like having less HP left than the mage's familiar? Or getting up from Undying Rage just to Dodge his entire turn until the cleric put him on fighting shape again?
    I'd like to think that this path would be one that the barbarian cares to little for all the damage he's getting, since the beast inside him heals and shrug off pain almost as fast as he takes damage. Instead of one "big" heal to use in time of great need, small amounts of heal always working, or during rage (something close to Feral template from 3.0/3.5 but with adjusted numbers for 5e).

    ReplyDelete
    Replies
    1. I'll have the Knuckle come in and look at this feature again, because you make a lot of valid points. The capstone originally gave you back half of your hit points, but I crunched some numbers and decided that it was simply too much -- a barbarian with that ability wouldn't ever reasonably die. So, we clipped the numbers down quite a bit.

      We /did/ have a variant of this which used passive healing, much like the Fighter Champion's fast healing capstone, but it seemed really weird to steal that feature straight from that subclass.

      I'm not entirely sure what the right direction for this is. More HP in the capstone (twice your level), but not half your total? Passive, always-on healing?

      Delete
    2. Hmm, copying the Champion a bit may not be a big problem since the base class (and concept) difer a bit.

      Double up the capstone heal surely would made it a great ability (and increasing the numbers more than that may be too much) but I still feel that it's a bit inadequate for the flavor we're trying to emulate (it remembers me the Undying Light pact from one of the Unearthed, or Phoenix Mage from ToB).

      Delete
  8. I think Honestly think that for the high level a passive regeneration would have been pretty cool or like the inability to die, revenant style.

    ReplyDelete