Every Barbarian Subclass Explained in 6 Minutes [DnD 5e]

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path of the ancestral Guardian these barbarians really like their ancestors to the point of tattooing mom on their biceps but only for badass moms who killed monsters and stuff in return for their loyalty their ancestors pop up to protect the barbarians and their allies while also being available for phone calls from the other side if you want to play a tribal Warrior who's into aasar a treats and chilling with the spirits of your forefathers the ancestral Guardian is for you bonus points if you like optimization because ancestral Guardians are also considered one of the better Barbarian subclasses they're solid tanks who can soft on enemies at range and reduce incoming damage to nearby allies every round of combat ler level features let you call an ancestor for advice on the future or to peek into the next room and gives your spirit some bite with counterattacks path of the Beast inhabited by a primal Spirit or descended from a shape shifter Beast barbarians are basically anamorphs who stop transforming halfway through whenever these want to be werewolves rage they manifest their choice of a natural weapon Each of which grants a different bonus effect they can grow extra nice Chompers to bite and heal themselves claws to attack more or a tail to have a reach weapon that also gives bonus ac they can choose a different thing each time they rage so they're not locked into growing just one weird body part sixth level gives Beast barbarians spider clim on command 10th level adds rabes to their natural weapons and 14th level lets them boost their party's damage output with a howl if you want to play a semi- druidic semi- anthropic fa Spirit infested Warrior who's thirsty for blood Beast barban is for you path of the Berserker Berserkers love violence for its own sake making them the ER Barbarian subass their best day out ends with them covered in blood and they don't care much who's Berserkers fight without care for their health or well-being or for optimization for that matter because they're also considered pretty bad while they can make more attacks while raging they become exhausted every time they do which quickly leads to them needing more naps to be effective than any other character needs these extra sleepy barbarians also scoff at The Charmed or fright in conditions while raging have extra scary intimidation powers and can make counterattacks if you stick with them to higher levels if big dumb guy energy is why barbarians appeal to you Berserker might be your cup of tea not that a Berserker would ever be caught drinking tea path of the giant giant barbarians are warriors with giants blood who look Elemental or giant-like whenever they rage raging also makes them larger and gives them longer Reach In addition to getting swollen command giant barbarians command element energy and make any weapon a throne weapon that zooms back to their hand like mol they don't stop there though eventually giant barbarians can start throwing friends and foes around the battlefield too they also get an even longer reach that would make Slender Man jealous giant barbarians are fun and thematically complete and with a few Feats they can Excel as Grapplers who hold enemies prone from 10t away with their weirdly long arms path of the storm Herald storm barbarians are warriors jacked up on Stormlight they're boys with Druids and Rangers and especially like living in extreme places like their be grills storm helds rage so hard that a literal storm follows them around which can either hurt enemies or help allies depending on whether they making sandstorms sea storms or blizzards the choice of environment also grants passive Elemental resistance at sixth level which extends to nearby allies at 10th level along with active effects like setting things on fire breathing underwater and making ice 14th level makes your rage storm even stormier storm HS look well on paper but gameplay feels more like a light drizzle of mediocrity rather than a hurricane of Destruction path of the totem Warrior thematically across between Beast barbarians and ancestral Guardians totem Warriors drive with the spirits of animals rather than grandparents but not to the point where they grow new body parts they Channel their powers through a totem giving them the ability to take on the aspect of their favorite animal they also start to look like that animal like how dogs and their dog owners start to look alike a totem Warrior who really wants to go wild can pick different animal totems at higher levels turning himself into some kind of man bear pig while third level offers impactful and varied Buffs for your rage sixth level is more flavor than anything else like boosting your eyesight or carrying capacity 10th level allows totem Warriors to commune with nature which is pretty neat especially since your spirit animal gives you the info directly 14th level gives totem Warriors even more cool animal Powers while raging totem Warriors are a solid mid-tier Barbarian with lots of opportunities for flavor including the ability to war into and speak with animals but they're nothing too special in a fight path of wild magic wild magic barbarians offer everyone's favorite vision of a carefully planned character build completely random effects every time they rage some of these effects are actually kind of good like getting myy Stu every your round and getting an or that boosts your party's AC but the randomness means you never know what a wild magic Barbarian is bringing to a party six level lets them be a support class by restoring a spellcaster spell slot or buffing and allies attack rolls and ability checks for a short time level 10 makes even more random wild magic stuff happen when you get hit or fail a save like you're some kind of Arcane pinata and 14th level finally gives you some control over which wild magic thing happens each time if you want to be a barbarian from someplace Supernatural like the Fay wild or upper Plains while also being across with the worst sorcerer subclass in 5 wild magic is the path for you path of the Zealot barbarians who smash faces for religious reasons zealots are infused with divine power like a cleric but without all the book reading and word knowing and before you think zealots must be pretty noble guys you should know that most of their gods are evil or neutral at best we're still talking about barbarians here smashing and pillaging are the fundamentals of any Creed of self-respecting Barbarian would follow zots deal extra radiant damage when they smack things and they're extra ready to die in a fight since Resurrection spells don't require price and material components to cast on them these guys freaking love dying and clerics love them for the savings higher levels offer the chance to roll saving throws and the ability to Grant allies advantage on attacks and saving throws for a round both pretty useful if Limited in their uses at level 14 zealots become literally unkillable while raging but death does catch up with them after the rage wears off that's fine as long as the guy with hey hands lives overall zealots are a top tier subclass with unique Crusader flavor path of the battle rager a dwarf exclusive barbarian battle ragers like to use spiky armor as a weapon to both punch bad guys and grapple them in spiky hugs battle ragers also get temporary hit points when they Reckless attack and can Dash as a bonus action while raging as a 14th level feature these spiky little dwarves deal a whopping three damage to melee attackers when they're hit nobody is too sad battle ragers are limited to dwarves they can keep them as far as most people are concerned since they're a garbage subass if you like being a brute who solves Problems by Smashing things you can't go wrong with any Barbarian subclass you just have to pick which flavor of Psychopathic Axe Murder is right for you my personal favorites are the Zealot and social guardian and giant zealots actually get a decent feature at every level which is a rare thing for barbarian subclasses an ancestral Guardians content can provide support better than any other option on the Barbarian menu but giant barbarians have to be my top choice for sheer wackiness there's not much better than grappling a guy from 10 ft away holding their head and smacking them around like some kind of playground bully and throwing friends foes and weapons around makes Ford more Dynamic play style than most barbarians get to experience
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Channel: DnD Lounge
Views: 5,289
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Length: 5min 44sec (344 seconds)
Published: Sat Feb 03 2024
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