May 1, 2017

Path of the Wilds

Primal Path
Notes from the Nails: barbarians are at home in the wild, and there's nowhere more wild than the Realm of Faerie. It's a perfect marriage of form and function!

Path of the Wilds

Among all the people of the world, few spend as much time in the wilderness as barbarians. Consequently, the men and women who follow this calling are more likely than anyone else to come into contact with fey creatures. Some even journey in the Feywild itself, testing their strength against mighty fomorians and their survival skills against the deepest, darkest forests and swamps.
     Warriors who walk the path of the wilds tend to be jovial and good-natured sorts who eschew the mindless fury of the berserker or the ritualistic traditions of the totem warrior in favor of a more organic aesthetic.

Serene Grace
When you choose this path a 3rd level, you learn to channel your rage into an otherworldly calmness. Taking the Dash or Hide actions on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.

Language of Flowers
Also at 3rd level, you gain the ability to speak to both mundane plants and plant creatures as if you shared a language. Plants that aren't creatures can't speak to you, but can be persuaded to perform simple tasks, such as opening or closing flowers, moving branches or shedding leaves.

Fey Trickery
At 6th level, you learn some of the secret tricks of the fey folk. When you activate your rage, you come under the influence of a blur spell that lasts for the duration of that rage. The effect ends early if it is dispelled or you take damage from any source.

Unearthly Charm
Starting at 10th level, you can use your action to seduce someone with your mysterious presence. When you do so, choose one creature that you can see within 30 feet o f you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the end of your next turn, regarding you as a trusted friend. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
     If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Phase Leap
When you reach 14th level, your connection to the Feywild enables you to blink from place to place. While you are raging, you can use all of your movement to teleport up to 30 feet to any unoccupied space you can see.



Changelog: 01/05/17: Fey Trickery: Ends if you take damage and can be dispelled.

13 comments:

  1. Wow. This is really cool. It seems well balanced, but I'm concerned that Fey Trickery might get out of hand. It allows you to Reckless Attack every turn without suffering the disadvantage usually associated with that ability

    ReplyDelete
    Replies
    1. Well, unless your opponents have blindsight or truesight.

      On review, I think it might be a bit too much. Totem barbarians don't get anything useful in combat at level 6, and the Cloak of Displacement is a rare item (i.e. something you're not likely to have at level 6). I'll give it a nerf.

      Delete
    2. I just need to announce my admiration of your name. I've seen it for a while, and every time I see it I feel so pleased.

      Delete
    3. Heh, thanks. I just find it hilarious to imagine a Hand of Vecna with immaculate nail-art!

      Incidentally, have you seen my avatar on tumblr (https://nailsofvecna.tumblr.com/)? That took me about an hour to draw, but I think it gets the concept across pretty well.

      Delete
  2. I like an idea of fey or elven barbarian, but inability to use finesse weapons effectively kinda breaks it for me, though i do understand that it somewhat hurts class balance. And do you think that default barbarian has enough offensive options as is? I have a feeling that this archetype trades combat effectivenes for utility, and i am not sure how well it sits with barbarian class as a concept.

    ReplyDelete
    Replies
    1. Well yeah, I mean, that's one of the challenges we face a lot here. If a Barbarian wants combat prowess, there are already plenty of Paths (both from WotC and ourselves) that provide that. I have deliberately leaned into the utility stuff here as a way of differentiating this Path. Also, I'd argue that Fey Trickery and Unearthly Charm are relevant in combat, even though they don't add directly to your DPR.

      As to finesse, there's not much I can do. Barbarians can wield finesse weapons as well as anyone else (if you're dual-wielding, rapiers are as good as battleaxes) and I'm not giving Barbarians Sneak Attack as a subclass feature.

      Delete
    2. When i talked about finesse weapons, i was mostly pointing at the fact that you don't benefit from rage damage bonus when you are using Dex to attack. I do understand why it is made so, i just would like to see an option that allows to use Dex weapons, well, with Dex.

      Delete
    3. That's actually a super good point! I don't think it would hurt the class whatsoever, and it might make a good boon for Serene Grace.

      Delete
    4. Guys, you can use your Strength score to attack with finesse weapons. Using Dexterity is an *option* - not compulsory.

      Delete
    5. But using Strength somewhat kills the idea of finesse weapons? But at the same time, allow him to use Dex to rage bonus, and he will litteraly have everything martial class wants in neat little package, and i have a strong feeling, that class was balanced around specific stat allocation

      Delete
    6. Yea... A barbarian who can fight with Dex gets to dump strength, doesn't need armor, and can wear a shield while their one handed weapon hits like a 2 handed.

      Delete
    7. A very high Dex barbarian would be a *very* high AC tank, indeed. The damage would start really getting out of hand if you multiclass to get the Two-Weapon fighting style, but that's probably enough reason to leave it alone.

      Delete
  3. I really like having a useful combat ability at six. The totem barbarian suffers from a lack of useful abilities at six AND ten, so it's not really a good template to work with.

    ReplyDelete