Path of Boiling Blood (Barbarian Primal Path)

Post/Author/DateTimePost
#1

DRNailo

Jul 11, 2015 5:53:23

Hello everyone,

 

I'm sure you've seen plenty of homebrew archetypes, to the point you might be sick and tired of yet another one, but I'd still be grateful if you take a look at my material and provide me with some feedback.

 

I've taken to taken to converting lots of stuff I made for Edition 3.5, especially stuff from the homebrew setting I've used for about half of my campaigns (the other half were in the Forgotten Realms). You will have to excuse me then for whatever references to that setting you will find in the fluff text.

 

Path of Boiling Blood

Ravagers of the sands, the Aldim Ygly barbarians emulate the merciless heat of the desert within their own bodies through a state of heightened metabolic activity. Their blood runs hotter and faster, their bodies heat up and their minds scream release; an urgent relief from the heat threatening to roast them from the inside out. So they run, they fight, and they kill, and the heat is blown away by the wind on their faces and is doused by the blood of their enemies.
#2

SDaken

Jul 11, 2015 6:02:02

i don't know if it's healthy for the game to be a exhaustion nuke bomb at level 10. Maybe you want to nerf down a bit... controling the number of turns that creatures suffer from the exhaustion maybe?

#3

rampant

Jul 11, 2015 9:18:04

What page are the rules for setitng people on fire on anyway? I still can't find them so it's hard to judge how potent that first ability is.

#4

jaappleton

Jul 11, 2015 11:08:59

Yeah, the 'setting people on fire' thing is a bit... Iffy. There's so much that goes with that that's entirely up to a DM. "Well, he's on fire now. He should be running around, flailing. He should be under the Frightened condition, have disadvantage on X, Y, Z, lose Concentration...."

 

I suggest something along the lines of "You smear blood across your weapon, which then ignites into flame. Your attacks now deal an additional 1d4 fire damage, and your weapon emits bright light in a 5ft radius and dim light in a 10ft radius"

#5

Macv12

Jul 12, 2015 19:44:33

DRNailo wrote:
#6

DRNailo

Jul 14, 2015 15:57:15

Thanks a lot for the feedback. It really encourages people to share their homebrew stuff.

 

I guess that, while keeping to the thematic feel of the original I made for 3.5, I forgot to consider the synergy between the different abilities. I have changed Burning Rage as per suggestions and expanded Desert Survivor, while Blood Haze Mirage stays unchanged, now that it works fine with the new Burning Rage.

 

For the 10th-level feature I took into account that it should be something either usable only out of combat (as in the shaman path) or usable both in and out of combat (as in the berserker path). I have decided to go with the latter and get rid of the exhaustion mechanic, because it has proven problematic. I hope the new feature works adequately.

 

Once again, thanks a lot for your comments.

(Reply to #6)

Macv12

DRNailo wrote:
#8

DRNailo

Jul 21, 2015 15:30:18

Ok I reworked Burning Rage, giving it a whooping 4 effects plus exhaustion (like frenzy) to compensate. Blood Haze Surge has an additional effect and a caveat I had forgotten to include. With this I believe the Path of Boiling Blood is good and done. Look forward to new material in the near future.

#9

transcendantviewer

Jul 21, 2015 21:30:46

I guess I'm overthinking it a bit, but exactly what kind of power is the barbarian tapping into to make use of this ability? People don't just crank up their body temperatures high enough to burn things, like Shishio Makoto. Are they like channelling an elemental spirit of fire or something? I don't fully understand what's going on.

#10

Macv12

Jul 22, 2015 17:01:38

Make sure the barbarian has a choice in whether to activate the stuff that causes exhaustion or not. Rage is part of being a barbarian. You don't want to attach a condition of death to using Rage as often as your level lets you. I don't think the effects are worth exhaustion, myself. (Cold resistance: you won't be fighting cold monsters while taking advantage of your desert bonuses, probably. 1d8 damage: strong bonus. Shed light: use a torch. Unarmed damage: makes a junk weapon less junky.)

 

Also, is that fire damage on unarmed attacks in addition to the normal rage bonus? That's what I assumed, but the wording isn't totally clear.

 

Looking forward to playtest results!(?)

#11

DRNailo

Jul 23, 2015 12:26:03

transcendantviewer wrote:
#12

transcendantviewer

Jul 23, 2015 13:00:35

The bonus fire damage that attackers take should totally equal your rage bonus. It makes it simpler to calculate and track.

(Reply to #11)

Macv12

Ah, did not notice that.

 

Yeah, I think it looks good!