One D&D Playtest 7: Barbarian
Here follow my notes on the Playtest 7 Barbarian class.
For more context and my Standard Disclaimer, check out the introduction to this series.
It’s been a few months since we last saw the Barbarian in UA5. What’s the scoop?
Base Class
- The UA5 notion of Class Group has been removed.
- All the starting equipment and non-feature items are unchanged from UA5.
- Rage (level 1) is unchanged from UA5, and so still an improvement over the 2014 PHB.
- Unarmored Defense (level 1) is identical to UA5 and the PHB. Fine.
- Weapon Mastery (level 1) is unchanged from UA5.
- Danger Sense (level 2, not in UA5, level 2 in PHB) is back, replacing UA5’s Primal Knowledge, but eases the restrictions from the PHB. It now grants Advantage on Dex saves without having to see the effect, and works even if you’ve got the Blinded or Deafened conditions.
- Reckless Attack (level 2) is now in effect until the start of your next turn – so is usable for Strength-based attack Actions, Bonus Actions, and Reactions. This is nicer than both the UA5 and PHB versions.
- Subclass (level 3). Unchanged from UA5.
- Primal Knowledge (level 3, level 2 in UA5) has moved back a level but is otherwise unchanged. Some bits still feel weird (like just being so mad that you’re better at being sneaky or observant), while others feel perfectly natural (being so mad that you’re extra intimidating).
- Ability Score Improvement (level 4) continues the trend of no longer leaning into feats being the headlining choice, though you can still choose a feat instead of the ASI feat.
- Extra Attack (level 5). Unchanged.
- Fast Movement (level 5). Unchanged.
- Subclass Feature (level 6). Unchanged.
- Feral Instinct (level 7) now only gives Advantage on Initiative rolls, not Dexterity saves. This is back to the 2014 PHB wording, except that the PHB also gives you some relief from surprise that UA7 doesn’t. Now, that wording is a little complicated, and maybe it doesn’t matter that much, but this is definitely less than what was in the 2014 version.
- Instinctive Pounce (level 7) is imported from Tasha, allowing extra movement when entering a Rage. I’m glad to see this in the core rules.
- Ability Score Improvement (level 8) or another feat, which is apparently bland enough that it’s on the level progression chart but not in the main text, even though it was in UA5. Sloppy editing?
- Brutal Critical (level 9, level 11 in UA5, level 9 in PHB) is back at level 9, and semi-returns to the PHB version. In the PHB it granted an extra die of weapon/unarmed strike damage; in UA5 it was flat damage equal to your Barbarian level; now in UA7 it’s an extra damage die, but always a d12. This makes it less reliable, but perhaps more exciting since dice are involved. In general, I am in favor of rolling my d12s more often, but it’s definitely toned down from UA5 in a way that I can see upsetting folks.
- Subclass Feature (level 10) is again only called out in the chart and not the text. Again, this is weird, since it was in the text for UA5.
- Relentless Rage (level 11, level 15 in UA5, level 11 in PHB) is back at level 11, but with the buffed mechanic from UA5 that restores 2x your Barbarian level in hit points – four levels earlier than it did in UA5. Sounds good!
- Ability Score Improvement (level 12) or a feat. Again not mentioned in the text, just the chart.
- Brutal Critical (level 13) bumps Brutal Critical from 1d12 to 2d12. It’s mentioned in the level 9 text, and in the chart at level 13, but it’d be better to be explicitly called out in the text at this level.
- Subclass Feature (level 14) is again only called out in the chart, not the text. It’s otherwise unchanged.
- Persistent Rage (level 15, level 13 in UA5, level 15 in PHB) extends the Rage limit to 10 minutes (like UA5, was indefinite in the PHB) and only ends it if you are Unconscious (the PHB version, was Incapacitated in UA5) or don Heavy Armor (added in UA5). As a bonus, it folds in but slightly nerfs UA5’s level 17 feature, Rage Resurgence, now adding one Rage use if you don’t have any when rolling for Initiative. (In UA5 this always regained a spent Rage, even if you still had some in the tank.) Strictly speaking, this better than the PHB version, and better than the UA5 version.
- Ability Score Improvement (level 16) or, y’know, a feat, but only if you look at the chart.
- Brutal Critical (level 17) bumps the extra damage to 3d12. This progression is in line with the PHB, but with bigger dice. Again, I wish this were spelled out explicitly at this level.
- Indomitable Might (level 18, not in UA5, level 18 in PHB) returns unchanged from the PHB version.
- Ability Score Improvement (level 19) or a feat. Unchanged.
- Primal Champion (level 20, level 18 in UA5, level 20 in PHB) is back to the PHB version, granting +4 to Strength and Constitution, and bumping their maxes to 24. I guess a 30 max (from the UA5 epic boon) was too much?
Path of the Berserker
- Frenzy (level 3) is unchanged from UA5. Good, this is better than the PHB version that gave you a point of exhaustion.
- Mindless Rage (level 6) is identical to the UA5 version. Good, this is again better than the PHB version.
- Retaliation (level 10, level 10 in UA5, level 14 in PHB) is unchanged from the UA5 version. Good, good.
- Intimidating Presence (level 14, level 14 in UA5, level 10 in PHB) now triggers with a Bonus Action instead of an Action (as it did in UA5 and the PHB). A subtle change, but good.
Path of the Wild Heart
- Path of the Wild Heart is the new Path of the Totem Warrior. Presumably this is to disconnect it from any real world cultural group.
- Animal Speaker (level 3) was called Spirit Seeker in the PHB. It now explicitly specifies Wisdom as your spellcasting ability Beast Sense and Speak With Animals. It’s otherwise mechanically identical.
- Rage of the Wilds (level 3) was formerly Totem Spirit in the PHB. The option you select can now be changed out on level increases. It now only includes three options (five in the PHB):
- Bear now limits you to two damage resistances of your choice, excluding Force and Psychic. Formerly this was all but Psychic.
- Eagle now lets you Disengage and Dash, instead of Dash and giving enemies Disadvantage on their opportunity attacks. Nice!
- Wolf sees its range increase from five to ten feet. Nice.
- The Elk and Tiger options aren’t included as those were from the Sword Coast Adventurer’s Guide (SCAG). Presumably you could therefore still pick them.
- Aspect of the Wilds (level 6), FKA Aspect of the Beast, adds another set of options for Rage of the Wilds:
- Elephant replaces the level 6 Bear option, giving proficiency in Athletics or Insight (or expertise if you already have it). Lost here: doubling carrying capacity, Advantage on Strength checks to push, pull, lift, or break things.
- Owl replaces the level 6 Eagle option, doing the same as Elephant but for Investigation or Perception. (Lost here: sharp vision at range, and not having Disadvantage on Perception checks in dim light.)
- Spider replaces the level 6 Wolf option, doing the same as Elephant and Owl but for Stealth or Survival. Lost here are tracking creatures at a fast travel pace and moving stealthily while traveling at a normal pace.
- Presumably you could pick the Elk or Tiger options from SCAG?
- Nature Speaker (level 10) was Spirit Walker in the PHB. It explicitly uses Wisdom now, but is otherwise unchanged.
- Power of the Wilds (level 14), FKA Totemic Attunement, adds another option to Rage of the Wilds:
- Lion updates the level 14 Bear option so that it can’t be stopped by immunity to being Frightened. Nice.
- Falcon updates the level 14 Eagle option so that your Fly speed persists for the entirety of your Rage, but only if you’re not wearing armor. Bit of an incentive to go for that Unarmored Defense!
- Ram updates the level 14 Wolf option to no longer require the use of a Bonus Action, but does give the target a Strength saving throw to avoid being knocked Prone. This is basically a Battle Master Fighter’s Trip Attack maneuver, minus having to spend from a resource pool to attempt it.
- Presumably you could pick the level 14 Elk or Tiger options from SCAG?
Path of the World Tree
- A brand-new subclass, focused on healing, battlefield control, and planar teleportation.
- Vitality of the Tree (level 3) gives you some self-healing when starting a Rage, and gives temporary hit points to a buddy on subsequent turns while Raging, without any impact to your action economy. Free healing is never a bad thing (unless you’re the DM).
- Branches of the Tree (level 6) lets you pull a target close to you when it ends its turn within 20 feet, much like Scorpion in Mortal Kombat. GET OVER HERE! But the target doesn’t have to be an enemy – so this could be a nice way to reposition allies that are in trouble.
- Battering Roots (level 10) uses “tendrils of the World Tree” to increase the reach of your melee weapons by 10 feet, and lets you use the Push or Topple Weapon Mastery properties even if you’re already using a different Mastery proprerty. So, you may not be Groot – but your axe is.
- Travel Along the Tree (level 14) lets you teleport to the Teleportation Circle nearest your intended destination, whether on the same world or on another plane of existence. (Offer void in Barovia.) This can be done once per Long Rest, or additional times at the cost of five Rage uses (which you would have as of level 12, so that works). This seems… really situational? And possibly annoying for a DM to figure out where all the Teleportation Circles are that are relevant (or not!) to the campaign.
Path of the Zealot
- Path of the Zealot is imported from Xanathar.
- Divine Fury (level 3) lets you choose Necrotic or Radiant damage on every individual hit, where before you were locked in once you gained this feature. It now also works with Unarmed Strikes in addition to weapon hits. This is probably how it always should have been.
- Warrior of the Gods (level 3) gives you 1d12 of extra healing whenever a spell or magic item restores any of your hit points. This is in addition to the Xanathar mechanic about not needing material components to cast a spell that restores you to life. Nice!
- Fanatical Focus (level 6) is unchanged from Xanathar.
- Zealous Presence (level 10) now lets you activate it multiple times per Long Rest by spending Rage uses on it.
- Rage Beyond Death (level 14) has been completely rewritten. It now activates when Relentless Rage heals you up from zero hit points, turning you into a spectral warrior with a Fly speed and the ability to move through creatures and objects, and you can use a Reaction to turn a hit against you into a miss. This lasts for one minute, or until you either regain more hit points, or drop to zero hit points. This is basically “you almost killed me, now I’m so mad I’m spooky”, where the old version was “I’m too mad to die right now”.
Hot Takes
- I’m still slightly put off by the ASI emphasis on feat levels. Either call them all feats, and re-educate players that ASIs are just a different feat you can pick, or just decouple feats and ASIs completely. Maybe these ASI/feat levels should have them as separate items? Give out a +1 ASI, plus a feat as a separate line item. Then remove the +1 ASI from all the feats, and let the ASI feat itself be another +1 instead of +2. It’d be mechanically the same, but would accomplish the goal of making feats first-class citizens. Boom, done! WotC, I am available for consulting – call me!
- I’d rather the “restore some of your class’s special resource pool when rolling Initiative” features (like Persistent Rage) applied regardless of whether or not you were out of that resource. Rage Resurgence’s mechanic was much better.
- Bear stans are going to be salty, but I think the adjustment here is reasonable.
- The Rage/Aspect/Power of the Wilds features have much better names. And making the names all unique makes it much clearer that you never had to go all-in on a particular animal choice. (“When you’re a Bear you’re a Bear all the way” – sing it with me, now!) I’m good with the individual updates (which are more consistent and probably more commonly usable than the PHB versions). At first I was annoyed about Elk and Tiger not being included, but eventually I realized they weren’t in the PHB to begin with. (“Repeat to yourself ‘it’s just a game, I should really just relax’…”)
- Path of the World Tree is… weird. After all the push to disconnect from real world cultures, tying a subclass to Norse mythology via Yggdrasil is a strange look. The teleportation thing looks like it could be annoying for DMs as it either adds to their prep, to their in-game stress, or invalidates/bypasses the prep they invested. Thankfully most campaigns never reach level 14, but still… I dunno. There are some okay ideas here but it feels half-baked.
- The other problem with Path of the World Tree is that I can totally see why they’d float a new subclass here, as pretty much all of the other Barbarian subclasses in 5E don’t feel appropriately iconic for inclusion in the PHB. Maybe the Path of the Ancestors one? I dunno. Maybe the fantasy of this one just isn’t getting me excited.
- The new Rage Beyond Death makes sense in the context of getting more healing back from Relentless Rage than you did in the PHB, but it also doesn’t hit the same “beyond the point where you should be dead” note that it did before, so I’m kind of ambivalent on it. On one hand, kind of a thematic miss, but on the other hand, ghostly flying and dodging attacks isn’t exactly terrible.
Lukewarm Takes
I think this is overall acceptable. Most things are improved from the 2014 PHB versions. The new subclass still needs some work to firm up (and maybe should be replaced instead for the core rules?), but the other three all look like they’d be fun to play.
That said, I am still a bit baffled by Primal Knowledge’s Rage-fueled skills, most of which don’t make sense. “HULK STEALTH! HULK OBSERVE!” I dunno, man…
I am also disappointed to see Persistent Rage do the “only recharge if you’ve got no Rage left” thing which I disliked in previous UA packets on other classes, so I hope that can be changed.
The question is: are these improvements enough to make the Barbarian a fun and viable class relative to other potential party members?