Barbarian Primal Path (Path of the Wild Blood)

Post/Author/DateTimePost
#1

OnionDruid

May 01, 2015 18:19:46

So what happens when your blood calls out to the forces of chaos magic but you follow a different path? For the ones that become barbarians this primal path is the way

 

Raging Wild Magic (Level 3): Choose a cantrip that deals damage from the sorcerer spell list. When you attack during a rage there is a chance that you will cast this cantrip through your weapon. Once per turn when you whenever you are raging and make a strength based weapon attack and the roll is odd, you cast your cantrip through your weapon. The cantrip's range is equal to your weapon's range and your spell casting ability for this spell is strength. The cantrip's target becomes 1 creature and you must hit the target's AC to hit the creature. On a hit you deal cantrip damage and affect the target with any rider that the cantrip would normally perform. 

 

Example: If the 3rd level Barbarian with a greataxe chose Frostbite and rolled a 17 (and hit), the attack would be considered a melee spell attack, would target the creature, and would deal 1d6 cold damage + target's next weapon attack is at disadvantage.

 

If another 3rd level Barbarian with a greataxe chose Poison Spray and rolled a 15 (and hit), the attack would deal 1d12 poison damage.

 

(Note: This cantrip happens once per turn, so if the Barbarian with extra attack rolled a 15 on both attacks the second one will be a weapon attack)

 

Surging Rage (Level 6): The first time you rage after a short or long rest you must roll of the wild surge table.

 

Once per short or long rest when you are raging you may use your reaction to cast counterspell. Strength is your spell casting ability and is treated as a 3rd level spell. At level 10 it counts as a 4th level spell and at level 14 it counts as a 5th level spell.

 

Ferocious Cantrip (Level 10): Your Raging Wild Magic cantrip deals additional damage equal to your rage bonus damage. You may apply your brutal critical feature to the cantrip.

 

Finishing Blast of Chaos (Level 14): Once per short or long rest when you end your rage you may decide to roll on the Wild Surge table twice and take either result.

 

 First Draft!

#2

Macv12

May 02, 2015 4:41:45

Casting a cantrip at random instead of my enraged barbarian attack sounds like nothing but bad. It seems like the kind of feature that I'd be saddled with to counterbalance a powerful advantage. It also seems weird that I swing my axe and somehow it becomes a cloud of poison before hitting the target. I might go with just letting the barb cast their chosen cantrip at will as an action, or something along the lines of "your attacks occasionally explode with energy," casting your cantrip on adjacent enemies.

 

Wild Surge is iffy. Casting fireball on yourself may actually be a very good thing as a barbarian. The downside is there are a few effects that will make it difficult or impossible to prevent your rage from ending prematurely, and then you've wasted a scarce daily resource

 

Having Counterspell suddenly tossed in the middle of an otherwise purely "chaotic magic" subclass seems strange, too. I'd either tone down the randomness and increase the defensive/offensive features to build that theme, or get rid of Counterspell.

#3

supreme_slayer

May 02, 2015 7:39:56

If you wanted to continue with this, I would say it needs its own table of wild surges, as the Sorcerer one has a lot of entirely irrelevant rolls.

#4

Breefolk

May 02, 2015 15:03:32

At first glance, I'd say it's an interesting concept, but yeah, it seems to be somewhat lacking in power.  If I could make a recommendation, I'd say just take a damage type instead of a sorceror cantrip and allow the rage bonus damage to do that type of damage.  You could even rule that critical hits convert completely to that type of damage.

 

Force should probably be restricted as an option, since that's a damage type that is rarely resisted.

#5

Whir

May 02, 2015 15:57:41

Cool idea!

 

I agree with some of the above postings, because as a greataxe wielding barb, I'd rather have my greataxe smashing for 1d12 every round than the chance of only doing 1d6, even if it does impose disadvantage to the target on the next round.

 

Here's how I might combine a few of the idea above with yours.

 

Raging Wild Magic (Level 3) When you attack during a rage, there is a chance your latent wild/sorcerous/superduperangry blood manifests and creates a wild magical effect. Whenever you make a Strength based weapon attack and roll an odd number, your attack produces an effect from table 1A, which is applied directly to the target or yourself, regardless of whether your attack hits.

Table 1A

  1. Wild roses sprout from the ground below your target, entangling it in thorny runners. Save vs dex (DC based on PC STR) or take 1d4 and become restrained.
  2. A gout of sorcerous fire bursts from your weapon, impacting your target. Save vs dex (DC based on PC STR) or take 1d6 fire damage and flammables may combust.
  3. A wild shrieking fills your ears, deafening you for 1d4 rounds.
  4. Glitterdust fills an area of 5' radius centered on you.
  5. Rime coats your weapon and freezes your target's blood. Save vs con (DC based on PC STR) or take 1d6 cold damage and target has disadvantage on weapon attacks on its next turn.
  6. A wild shrieking fills your target's ears, deafening it for 1d4 rounds.

Just an example of course -- I'm not very familiar with 5e wild surge events or barbarians in general. Of course the downside here is all the extra rolling, whereas choosing the cantrip ahead of time negates most of that. If you wanted to stick do a damage-only effect, just put energy types on the table and roll for those instead. Then your later Ferocious Cantrip would add the damage bonus in that type. Or something.

 

Take the called reactionary counterspell and turn it into an automagical once-per-rest: When a spell targets you, roll a d10. On a roll of 1, your wild/sorcerous/superduperangry blood twists the magic of the spell, causing it to become a wild surge (roll on regular wild surge table in that case). This ability cannot trigger more than once per long or short rest. So this might not be incredibly useful, but it could cause some pretty crazy shenanigans.

 

At the end of the day, you should do what you want, so long as your players/DM are okay with it. And always remember, if a player can do it, so can an NPC. ;)