| Post/Author/DateTime | Post |
|---|---|
| #1Slit518May 16, 2015 21:34:39 | For those of you looking for a 1/3rd caster, similar to the Eldritch Knight or Arcane Trickster, try the Barbarian's "Warden" sub-class! Give me any thoughts and opinions on it. Thanks in advance for any feedback! (for a majority of the text concerning paths, this post used and edited parts of the Eldritch Knight, Druid and Barbarian texts in the Player's Handbook for 5th edition)
Primal Path - Path of the Warden Spellcasting Commune With Animals Starting when you choose this path at 3rd level, you can communicate with animals, all the way from the tiny chipmonk, to the fish in the sea, to the eagles in the sky and even the large bear. To communicate with an animal is a Bonus Action. A Warden can only communicate with one animal type at a time, if more than one animal type is present (deer, badger, wolf), the Warden must choose which type they wish to communicate with. Nature Master Starting at 6th level, you can choose a type of movement (climb, swim) or difficult terrain (thick snow, brush, boulder rubble, swamps, etc...), it not longer costs you extra movement. You can only do this while in natural terrian. At levels 10 and 14 you can choose one extra type of movement and add it to your list.
P.S. Spell progression is similar to that of the Eldritch Knight in terms of spells gained. |
| #2Xeviat-DMMay 16, 2015 21:52:37 | I haven't crunched numbers, but I worry about simply adding on the 1/3rd level caster to any class's bonus class. The fighter (battlemaster) adds a significant amount of damage to a fighter's abilities. The other rogue subclasses don't add much, and the rogue spells don't add much attacks, but the eldritch knight does. The barbarian subclasses aren't a huge part of their offensive ability, so spells seem like they might be too much. But this is without having crunched the numbers; have you built a simple test barbarian to play with? |
| #3Macv12May 16, 2015 22:38:02 | Note that barbarians aren't allowed to cast spells during Rage by rules fiat. I don't see anything that contravenes that rule, so most of the features here are technically useless. Which brings me to multiclassing. Interactions? You can just freely cast any spell now while raging? Only Warden spells?
TBH, it sounds boring. You just just get spells and bigger numbers. There are no social/exploration features, it's all combat. The actual class features are all bland and don't encourage any particular strength or style of play, and you rely on spells to supply anything interesting this character might do. (So when you're out of spells/rages, day's over. You have nothing cool you can do anymore. And you don't have many slots. An issue with regular barbs anyway, but that doesn't mean I have to like it.) Nothing jumps out and makes me say "ooh, I want this class for that." |
| #4Slit518May 17, 2015 7:41:03 |
|
| #5MarandahirMay 17, 2015 7:43:28 | Honestly, not casting is part of the Barbarian's schtick, and adding 1/3 casting to him is perilous. |
| #6Slit518May 17, 2015 8:09:43 | I added two new abilities to the Warden's ability list! Commune with Animals and Nature Master. |
| #7GlimjackMay 17, 2015 8:39:14 | I think adding the barbarians rage bonus to spell attacks and DCs is a bit OP. Commune with animals also steps on the totem barbarians toes a little bit. Initially I thought that adding rage damage bonus to spells was a little bit over-powered but considering the relative low level of thier spells it probably wouldn't be a problem. Same goes for their ability to ignore concetration checks when ragin, it's tough but the limit on it is the low-level of their spells so it seems ok.
EDIT: Also the Eldritch Knight and Arcane trickster have restricted access to wizard spells (only two schools of magic each), I'd suggest creating a trimmed down version of the Druid Spell list for the Warden with a limited ability to get open access to druid spells.
EDIT 2: I also think that the ability to cast a spell to allow rage to continue has potential for abuse as this is one of the few times a barbarian can drop out of their rage. I'd suggest limiting it in one of two ways 1) if you deal HP damage with a spell or 2) if you cast a spell that requires a melee or ranged spell attack roll. |
| #8Slit518May 17, 2015 8:36:17 |
|
| #9GlimjackMay 17, 2015 8:41:17 | Yes, but the general rage feature affects damage not te likely hood of "landing a blow" it shouldn't increase accuracy with either DC attacks or spell attacks. |
| #10Slit518May 17, 2015 8:42:10 |
|
| (Reply to #9)Glimjack | Totem barbarians get one of their coolest features at 10th level when the get speak with animals as a 10 minute long ritual. You're giving it to Wardens as an unlimited use ability at 3rd level which steals a lot of the Totem barbarians thunder. |
| (Reply to #10)Glimjack |
|
| #13Slit518May 17, 2015 8:49:54 |
|
| #14DiffanMay 17, 2015 10:07:06 | The Warden's features shouldn't be spellcasting, but transforming similar to the Druid. |
| #15Macv12May 17, 2015 17:46:18 | From what I remember about the 4e warden, they had lots of aura-based stuff, and sort of had a "transform into element/imbue self with element" thing going. The druid and totem barbarian are pretty animal-focused. Maybe give the warden more of a plants and primal elements focus. Start with that druid spell to teleport between trees, whatever it was called. Give them powers to communicate with plants instead of animals. Maybe the ability to command tree roots to part, vines to weave together into nets, that sort of thing. I feel like there's a spell that does this kind of thing, but I don't know what it was called. Anyway, this would give a lot of exploration utility.
You could maybe use plant pharamones or something for social stuff, but that feels like forcing it. Being able to talk to flowers may be enough. Or, you know, other natural junk. Go throw dust in the fireplace to see what the fire "saw" during the last X hours, useful in both cities and towns. Same with water, persistant gusts (in canyons and such), and rocks.
Limiting the spell list seems like a good idea for a 1/3 caster with a specific flavor. Go through the druid list and pick which spells can be taken, and present a list of them as the "warden spell list." I would not, for example, want a barbarian to take Shillelagh and ignore their STR score.
As for features, I'm thinking the ability to wrap your weapon in elementaliness for extra effects (fire=AoE, wind=knockback, etc), and an aura with a few manifestation options (vines to trap enemies nearby, lightning to counter-damage enemies who hit you, wind to have a chance of flinging enemies random directions, etc). Activating either consumes a slot. Rage bonus to spell damage sounds good to me. Let Reckless Attack apply to spell attack rolls, maybe saves. |
| #16rampantMay 17, 2015 18:17:28 | I'm not very enthusiastic about sub-classes where you just transpalant a primary caster's spells onto a non-casting class's chasis. Doesn't generally work well because primary casters have a liot mor eup-casitng availiable and this can end up screwing people because they end up acting as a sub par caster and a sub par non-caster in shiftis rather than a useful gish character. I advise a custom spell list that takes the warden's core chasis (barbarian) into account. |
| #17Slit518May 17, 2015 19:21:04 | P.S. I never got into 4th edition, I played it once when it first came out at a convention. It was alright, I didn't like it that much. I had no idea they had a Warden class.
|
| #18Macv12May 17, 2015 19:43:08 | Taking this topic as inspiration, I threw together a Warden concept that I think is complementary. Not really balanced, but hopefully it helps generate ideas. It's particularly heavy at level 3, but those seemed like important features to have early on. I didn't manage to fit equivalent weapon-based manifestations in there. Putting the "manifestations" in as the level 14 feature and pirating the Investiture spells also works. Just give spellcasting and a sort of fluffy feature (like Sword Bond) in at level 3.
Lv3 |
| #19Slit518May 17, 2015 20:02:52 |
|
| #20rampantMay 17, 2015 20:20:48 | I'm leery of letting a barbarian run con as a casting stat, giving them another reason to boost con may or may not turn out well, not sure. Furthermore it's a bit unusual for a divine class to use con, I mean they really could especially if you go with the 'conduit of divine power concept' but they haven't so far so it'd be kind of jarring.
As for 'hit everybody with lighting' and then attack, it ends more like 'hit everyone with unimpressive lightning and then poke someone,' ... rather unfulfilling, Wouldn't a quick cast spell that allows your attacks to arc off into lightning bolts on nearby enemies as logn as you concentrate ont he spell be more fun? |
| #21GlimjackMay 18, 2015 2:05:22 | Now that i tihnk about it isn't the Pact of the Ancients Paladin a pretty damn good Warden? |
| (Reply to #13)Glimjack |
|
| (Reply to #5)Mechatarrasque |
|