While the randomness of the rage abilities might be a love/hate deal depending on the person playing, the lack of scaling for me is what really makes this class poor. While a few of the rage abilities could be at least moderately cool level 1-20, all of the d6 / d12 abilities will be doing so little at high levels that it will feel almost like a null result. If I was a player who loved chaos at the table and was excited to see crazy, unpredictable wild magic shake things up every battle with impactful mechanics, I'd probably be getting pretty bummed by 12th level when I enter a rage, roll my d8, and end up doing a paltry 2 force damage to the Fire Giant Dreadnought with an "exploding spirit." (Wow! So Wild!) It almost seems like a punishing trap for the type of player who would normally love this type of class the most.
@nilsjonsson4446
3 жыл бұрын
I agree. I would like to homebrew it to increase the number of dice in every result by one at each level of subclass ability. So 1d12 at level three becomes 2d12 at 6, 3d12 at 10 and 4d12 at 14.
@moto2442
3 жыл бұрын
@@nilsjonsson4446 I'd maybe even say scale by the proficiency bonus
@LibertyMonk
3 жыл бұрын
Keep in mind, if you're doing barbarian things and taking damage every round, after level 10 you're rolling again every round that you want to spend a reaction on it. Sure, doing nothing the round you rage is a bummer, but you can do nothing again next round. Or after level 14, you've a pretty high chance (slightly above 3/8) of getting any specific result that you wanted.
@moto2442
3 жыл бұрын
@@LibertyMonk but none of the abilities scale. Which is horrific
@geckothegreene
3 жыл бұрын
@@LibertyMonk Yeah, you're not wrong- the core barbarian chassis is great at tanking and doing damage, so I guess the wild magic thing is meant to be a cherry on top. I guess I just think the cherry is kinda small and sour, and that someone might pick this particular sundae over some better, tastier ones based on the advertisement of a cherry, only to be disappointed once they have it in front of them.
@Ramschat
3 жыл бұрын
4: my Greataxe now has the light & heavy properties. Physics breaks down.
@gregoryfloriolli9031
3 жыл бұрын
“The mildly explosive spirit”. That had me laughing.
@CaitSith87
3 жыл бұрын
I was drinking coffe and almost spit it out.🤣
@marcos2492
3 жыл бұрын
As a non-optimizer who watches these videos just for entertaining, I think this subclass is more than ok at lower levels, I even say is quite good and fun Though the issue I have, balance-wise with this subclass is that the magic table doesn't escale, ever. A d6 damage at 3rd level is still a d6 damage at 20th, why bother?
@digitaljanus
3 жыл бұрын
I gave this to an NPC in my game and it's inspired a major part of the campaign's plot. I suppose there's always going to be that tension between gamers wanting predictable results from their abilities at the table, while so much fantasy fiction mines its drama from supernatural powers that can't be fully controlled.
@herrkrabbe148
3 жыл бұрын
I want to mention that the ability which makes one of your weapons magical lets you choose which one, and therefore shouldn't be a potential negative as long as you carry at least 2 weapons. You can theoretically choose antural weapons to make magical if your race have them.
@BattleBrawler123
3 жыл бұрын
This reminds me of Kite's Nen ability from HunterxHunter. He rolls on the Crazy Slots to get different effects (weapons) and is always annoyed about not getting the one he wanted. :D
@skullsquad900
3 жыл бұрын
I'd love to have a player use it like that!
@jamiewarren2307
3 жыл бұрын
That's hilarious and I love the comparison.
@brunox794
Жыл бұрын
That's literally the PC i made for a One-Shot, it was pretty fun and flavorfull but underpowered.
@greygramarye7872
3 жыл бұрын
I’m going to speak in defense of this subclass for a moment. First, I think the way to see it is as a tactical challenge - it introduces a variable into your class features and it’s up to you to make the best use of it possible for the situation you’re in. Also, you’ll want to build your character accounting for these effects - like you probably don’t take Crusher because you know you might be dealing force damage. Second, all of the effects are good. Like any Barbarian feature that would let you bonus action blind a creature would be HUGE, or a reusable bonus action teleport would also be amazing. The exploding flumphs I agree are pretty weak, but even that is extra damage. But the randomness of the effects is offset by their power. I would say 1, 3, 5, and 7 are mediocre, all the rest are really good. I look at this subclass like I look at Hearthstone - the unpredictability is part of the challenge of playing it will; being able to react to the variable effect will distinguish a good wild path Barbarian from a mediocre one.
@dehro
3 жыл бұрын
He's a barbarian in a rage, thematically, that he should not be able to plan ahead and it's instead forced to Leroy Jenkings it, fits just fine
@targetdreamer257
2 жыл бұрын
Exactly
@justmonica9253
3 жыл бұрын
I don't really get it. The effects are not wacky enough, and there aren't enough of them, that I think the player who wants random wacky things to happen would really enjoy it. And player's who want to be powerful get not a whole lot either. Who is it for, then? I think, for everyone, it's a trap. You might see the AC benefit in the table and think it's great, take this subclass and find you almost never get it. You might see a random table, think that looks like fun, then find out the effects will repeat themselves often, and they won't every really feel like 'random occurrences', just straight mechanical boosts. I feel like anyone picking this one up is just setting themselves up to be disappointed, regardless of what they thought it provided.
@nilsjonsson4446
3 жыл бұрын
It’s 100 % for the person who likes randomness and not for the person wanting a powerful character. This is for the person that loves the Wild Magic Sorcerer but wants to play a martial class, or doesn’t want to risk the negative effects of the WM Sorcerer (is it actually fun to fireball the party or turn into a sheep? Opinions differ). However I wish that the dice were scaling (probably by one dice every subclass feature level) and that there was a d20 table rather than a d8.
@Amrylin1337
3 жыл бұрын
The design philosophy of this edition is to just force people to rewrite everything they publish and hope the people they play with allow homebrew.
@digitaljanus
3 жыл бұрын
@@Amrylin1337 It's like a less kludgy version of my formative edition, 2nd. Maybe that's why I like it so much. :)
@mohammadmurie
3 жыл бұрын
and the mere fact that level 10 and 14 features are there for the same purpose of lowering the randomness and that speaks for itself why that is bad
@keeganmbg6999
3 жыл бұрын
I’m just going to point out that I’ve done the Math Chris and an analysis in a 11 page format of the Storm Herald, the Zealot, and the Berserker. Believe it or not the discrepancies between the Storm Gerald and the Zealot aren’t that significant and eventually the Storm Herald actually passes the Zealot (assuming the Zealot isn’t GWM+PM). The Tundra and Storm options are actually fairly decent options, but you need to play more tactically than you would with a normal Barbarian. I doubt you want to see the 11 page breakdown (I believe 5-7 pages is just math using your system) feel free to let me know. I think you would find it interesting. Thanks for another great analysis video Chris.
@anthonydipretoro8205
3 жыл бұрын
I want to see it.
@Skyhigh91100
3 жыл бұрын
Do you take into account the fact that the zealot’s bonus damage is going to rarely be resisted, gets boosted by crits, and doesn’t have friendly fire (including hurting yourself)?
@mohammadmurie
3 жыл бұрын
I say you should place the link for it to help prove your point
@keeganmbg6999
3 жыл бұрын
@@Skyhigh91100 Only the Fire option can hit yourself with the Storm Herald and I mention the fire option is relatively weak IMO. Lightning is rarely resisted and for Crits it does factor in but I didn’t add a separate line, I just included it in the damage calculations. www.reddit.com/r/3d6/comments/igqsoj/hot_take_path_of_the_storm_herald_isnt_as_weak_as/?
@keeganmbg6999
3 жыл бұрын
@@anthonydipretoro8205 I linked it.
@SmugLookingBarrel
3 жыл бұрын
At the end of your series covering all the Tashas content, I just want to say: No, thank YOU. I can't wait to see what great content you plan to make next.
@joshualinley4417
3 жыл бұрын
Seconded.
@esbeng.s.a9761
3 жыл бұрын
I feel like there is not enough things like the sorcery gets 100 of wandoms thing, why not let the barbarian shot fireballs out of his mouth or turn him large or tiny It could be fun to have it that the barbarian rolled on the wild table every round while he/she rages and gets a new effect for that round, it would be chaotic, but thats just part of the deal
@I4MWH014M
3 жыл бұрын
How exciting to finish the tashas subclasses. Haven't watched yet but I'm excited to see what's next xD.
@fixationist
3 жыл бұрын
I really like your style of editing with the pics you put up while you narrate.
@Houster1000
3 жыл бұрын
For all of us playing hollow knight here- The exploding flumph wild surge is what gray prince zote uses.
@laszlokaszas1003
3 жыл бұрын
Guess whose gonna build a barb with 8 strenght and max charisma? Not me
@apocrypha5363
3 жыл бұрын
I like it! A bunch of shocking randomness that just aids your roleplaying as a wild and chaotic barbarian! The objective power... maybe isn't that great, but heck, this isn't a video game, so that's not too important, not when you think about how epic you'll be able to make these effects feel in everyone's imagination with your awesome description!
@mirkofraccastoro7573
3 жыл бұрын
I have to disagree with the statement "shocking" randomness, almost all of the effects are actually just super underwhelming, D6 damage 1 AC force damage Wich makes no difference over any +1 weapon isn't quite what I'd call shocking Fireball on self? People start flying 60 ft a round? Regain all sorcery points? THAT is more shocking
@apocrypha5363
3 жыл бұрын
@@mirkofraccastoro7573 as I said, I wasn't talking about objective power, I was talking about how these effects would look, how they'd sound, how surprising their visual effects would be, how *huge* they would make your entering rage look as lightning crackled, your weapon glowed and shifted, etc etc. And yeah, technically you could roleplay that stuff happening regardless of which subclass you play. But this is an aide to that roleplaying, making it easier, more natural for you to go into great detail describing the magical lights and explosions that accompany your character entering the battle!
@apocrypha5363
3 жыл бұрын
This is definitely the subclass I'll play if I ever go Barbarian again, just the most interesting and entertaining feeling one so far, the one that'd keep me most excited for the next roll of initiative.
@mirkofraccastoro7573
3 жыл бұрын
@@apocrypha5363 Fair, the flavour is kinda there, but personally I ain't the kinda guy to take a mechanical loss just for flavour, don't get me wrong I like it but not to the point of willingly handicapping myself for it so I'd rather find a way to get this flavor elsewhere, also it would be kinda humiliating to describe this INSANE LIGHTING CRACKLING MAGIC OVERLOADED RAGE at lvl 20 and then proceed to do a poof for 1d6 force damage Still, you do you and what's fun for ya and your table, still I do not believe this is a quality product from wizard personally, either make it more random or a reliable bonus, this middle point is just meh
@apocrypha5363
3 жыл бұрын
@@mirkofraccastoro7573 the great thing about D&D for me, is the huge, nearly infinite number of options. If you've ever played an online competitive game, or a trading card game, you'll find that while theres a lot of options on paper, a 'meta' will quickly develop, and you'll need to pick one of a few optimal options or set-ups or you'll be out-gunned and destroyed. D&D isn't like that. You're not competing to see who can hit the highest number. You're just having fun. As long as your character can keep up and contribute (which this definitely would be able to,) then that's the important part. Heck, playing a less heavily-optimised character gives *everyone else* the freedom to do the same, without the fear of being overshadowed. All aggressive min-maxing does is reduce the options your fellow players have, by forcing them to race against you... when it's not even a race!
@comfortablegrey
3 жыл бұрын
This makes wild magic barbarian sound like a support subclass for casters in the party.
@aureliomanalo
3 жыл бұрын
Your videos are always the highlight of my Monday mornings, thanks for the content.
@saeedrazavi4428
3 жыл бұрын
I've really enjoyed this series. I'm gonna miss your subclass reviews ❤
@joshualinley4417
3 жыл бұрын
"Unholy D3's" should be a band name...
@johneubank8543
3 жыл бұрын
The series and your videos are definitely very useful. I often recommend your channel to other players on the various DnD sites I visit.
@KadarianLord
3 жыл бұрын
my fix to this for my players was that I removed the randomness, when they rage they pick one of the 8 abilities, at 10th level they can choose to change it as a reaction when hit, and at 14th level they get to have two active at a time. I also changed it to a d4 for the bonus they give out because my players like using bless so it is easier for them to remember.
@GuardianNoodle
3 жыл бұрын
One of my friends played this in a recent game it was fun we had a seven man party so him being not very optimize didn’t really hurt us in the end
@whyamievendoingthis...
3 жыл бұрын
I'm here for this savage (and well-deserved) d3 drag.
@ericpeterson8732
3 жыл бұрын
To be fair, there are no BAD barbarian subclasses because they are all still barbarians. Barbarians rock because they all resist physical damage while also getting advantage with reckless attacks. Everything else is gravy. Even a Berserker is a great character because you never actually have to use Frenzy and it's level of exhaustion. The same is true with rogues. The base class is so good at what it is meant to do that the subclasses are superfluous. They add some cool stuff, but any rogue can do the kinds of things rogues are supposed to do.
@Brewmaster13
3 жыл бұрын
The one word that would fix most (but definitely not all) is 'Scaling'. I also agree that some of the rolls on the wild surge table are just so subpar (flumph and light/thrown weapon made of force). I love the theme of the class and how it is a bolster for parties that have casters but I feel that it just misses the mark overall.
@TwistedTentacleInn
3 жыл бұрын
The level 10 and 14 abilities are basically just boosting your chances of getting the surge you need. So basically the way I see it, you're not really getting anything new. It's terrible design. I think it's one of the worst subclasses in Tasha's. - The Innkeeper
@Amrylin1337
3 жыл бұрын
Why do they bother publishing this stuff alongside entries that basically nullify PHB subs like all of the Sorcerer ones?
@nathandavis4424
3 жыл бұрын
Video suggestion: a Tasha's multiclassing guide.
@LibertyMonk
3 жыл бұрын
I think the level 10 feature is better than we're giving it credit for. Yes, it costs a reaction, and it's random. But 1: half the rolls have an immediate effect (damage, temp HP, teleport), and 2: if you have a poor roll, every round that you take damage it lets you fish for a better roll. If the wild magic table scaled to be good in a level 10+ enounter, then Unstable Backlash would be pretty good. Sadly, half the table is 1d6 (0 if they save) damage, and the other half is unreliable conditional benefits. Controlled Surge (14th level) is actually really good. If I did my math right, it takes you from a 12.5% a 39.3% chance that you'll get the ability you want, which combined with getting another try every round that you take damage (or fail a save) means you'll have the ability you're looking for up a majority of the time (or you're gaining 1d12+level HP every 2 or 3 rounds, which is decent when you're raging). Again, if the table was good, or the damage at least scaled, this would be a fairly strong subclass capstone. Honestly, if you want to homebrew the class to be better, give the damage abilities scaling (even just add a die on cantrip levels), and maybe make saves halve the damage instead of negate it. Then consider improving the static tactical abilities at 10 or 14 (larger areas or ranges?).
@Year2047
2 жыл бұрын
100% agree on the frustration that many players can sadly feel with this subclass and that the final ability needed to come on sooner. Its what makes sure the table remains fun and useful. The surge table may make getting the best abilities for an encounter a gamble, but during lower level play its generally reliable. I love playing this subclass at lower levels because it gives you a quirky role play rich flavor, a fun attack buffing mechanic, and makes you an in and out of combat support class. I've been in games where the spell slot restoring ability turned encounters around. If only that level 10 ability didn't derail the table's effectiveness and bound your way around life or death bad rolls to a terrible mechanic that can grind the game to a halt repeatedly. It would be so much better. Please Treantmonk, Please fix this subclass.
@timeforsuchaword
3 жыл бұрын
Treantmonk was never going to like this subclass, but if you think about it from the perspective of someone who does like randomness it still doesn't seem well designed. It's a very small table that doesn't scale, as others have pointed out, but as you increase in level your reward is that your random character becomes... less random. Isn't that the total opposite of what the target audience for this subclass would want? Unstable backlash would be a good feature for the chaos loving player if the table actually encouraged them to keep rerolling every turn (eg, if every entry on the table had an immediate effect) instead of just trying to fight the right option for the fight, but controlled surge only seems fitting for a large table where having advantage still feels chaotic. I think they did a significantly better design job with the UA spirit bard in that its table of random effects grows in proportion to its bardic inspiration die (putting aside the actual contents of the table and its action economy).
@KnicKnac
2 жыл бұрын
Tried this one in a one-shot and I loved it. Especially being a warforged and flavoring 'rage' as 'glitching'
@disengronkulifactice
3 жыл бұрын
Would being in a no-feats campaign change your mind? Maybe a lower-level campaign in a party with a lot of casters? Without PAM, potentially a Barbarian doesn’t do much with their bonus action after initiating rage, which makes some of these a bit better...
@willdouglas1617
3 жыл бұрын
This is an awesome subclass, I am playing one at the moment and having a great time. The table is 100% great stuff, treantmonk's criticism is completely nonsensical. You have 100% chance of getting something good. Most of the time you get to use it every round as a bonus action, which is something barbarians are often lacking, or it is a cool always on aura type thing. Sure for control freaks and min/max munchkins, the lack of control could be frustrating, but it is called "wild magic", the lack of control is the entire point. This is definitely an A tier subclass. Great mechanically and fantastic thematically.
@mirkofraccastoro7573
3 жыл бұрын
May I ask what level you are playing at? My guess is between 3 and 4
@antongrigoryev6381
3 жыл бұрын
Yeah, 1d6 damage on save is sooo powerful...
@inMYtimeOFneed92
3 жыл бұрын
100% chance to have a RANDOM good (and for some of those not THAT good) effect which does not scale past level 3, maybe level 4. The problem, as Treantmonk described in the video, is that this ability is not reliable. The fact that you can't choose the effect makes it a bad ability. It's an optimizer basic rule: generally, not reliable = not good. It is not most of the time, it's the times when you get what you needed, 1 in 8, 12,5% chance. This is definitely not an A tier subclass, not by a long shot. If you like it thematically it's all fine and dandy, but it still doesn't make it a good subclass mechanically.
@CallipygianDrawings
3 жыл бұрын
nice bait
@peterrasmussen4428
3 жыл бұрын
See, at level 3 and 4, everything looks okay, 1, 3 and 5 are still doing relevant damage, 5 is potentially doing amazing damage. You are less likely to have temporary hit points from an ally at the start of a fight, so the temporary hit points from 1 is good, and in a relevant amount. You might not have found room for a feat with a good bonus action on it yet. The thing is, as you gain levels, the damage falls off really quickly turning these into "do almost nothing" rolls. As you gain levels, usually a barbarian will pick a feat or multiclass that gives a good use of bonus action, but for this subclass that is more iffy, because your best wild magic effect (number 8) requires your bonus action, but a lot of the others don't. So should you take a feat like shield master or polearm master? some fights it will do what it usually does, others it will be wasted. As for 5, getting the thrown property is actually not that helpful after you get extra attack. Since the weapon only returns at the end of your turn, you only get one attack if you throw it. You could make 1 melee attack and then throw it, but then you are throwing with disadvantage because you are in melee, much better to make another melee attack with advantage. (reckless attack and rage bonus damage does not apply to thrown weapons.) In some combats teleporting is going to be good, i some comnbats difficult terrain is going to be good, but on average one of these are probably not going to do much in a given fight. (eg. if there is a lot of terrain, teleport is good, but difficult terrain is probably not as important because the enemies can't get to your friends already. If there is no terrain, you can probably just walk where you need to be, but providing difficult terrain to keep the enemies in place could be key in such a combat.) That means, at higher levels, 1, 3, 4, and 5 are pretty bad rolls, and usually one of 2 and 7 are a bad roll, so 5/8 rolls are bad. Now add to this that at level 10 you get to reroll on the table that is now pretty bad, so that is not a great feature. And at level 14 you get to roll twice and pick one result, so basically this combines with the level 10 feature to ensure you get 1 of the good effects. That means combined your level 3, level 10 and level 14 feature is giving you 1 good thing. Look, I want to like this subclass. I wish the damage scaled. I wish the effects didn't require your bonus action, but were just once per turn or once per rage depending on their power. I wish the reroll wouldn't take away my reaction, I see one of the barbarians prime jobs as keeping enemies close, and away from allies, but if I don't keep my reaction ready for an opportunity attack, I can't do my job. But the way it is written, it just doesn't really work after level 6 I think. If you like playing this, that is awesome and I hope I am wrong about my predictions of the higher levels. Ohh, and to your point that lack of control is the entire point, that is true, but not having control is a mechanical downside. So for the class to be balanced, it should have something more powerful than your normal level 3 feature at each of the magical effects. Because you can't plan around it in game or in building your character, the effects need to be better than usual to compensate.
@MasterDrippage
3 жыл бұрын
Easy fix: you get to choose which effect you want when you enter a rage. 10th level feature lets you switch whatever effect you want mid rage. Finally the 14th level ability I would just let the player pick two abilities to have active at the same time (because it’s a capstone so it should feel powerful, and because it’s very rare that people get to that level anyways!)
@antongrigoryev6381
3 жыл бұрын
It would destroy the whole idea of this subclass.
@mirkofraccastoro7573
3 жыл бұрын
Yeah it would make it playable but not so ''wild'', how about re making 3 or so effects and making the all of the damage ones bigger and/or scale
@LibertyMonk
3 жыл бұрын
So, basically Rune Knight or Storm Herald? Switching to whatever you want would be really strong, it'd basically be a personal Twilight Sanctuary (1d12+level temp HP per round) that deals damage by default, plus the option of teleports and +1AC aura if you don't need the temp HP etc. Having 2 active isn't really a problem, though teleporting a 35ft square of difficult terrain 30 ft every turn could make for some silly tactics.
@MasterDrippage
3 жыл бұрын
@@LibertyMonk Mainly meant as a quick fix but I see your point; well, apart from the storm herald which is kind of a useless subclass now haha. I personally like the idea that it provides a power boost at 10 because it’s right around the time fighters and casters are getting truly powerful.
@MasterDrippage
3 жыл бұрын
@@antongrigoryev6381 I suppose if you consider the random aspect of the wild surgeto be the idea, whereas I see it as more of a arcane sorcerer magic version of an Eldritch knight for the barbarian. Giving it the ability to choose what is more preferable/suitable doesn’t take away from the thematic elements of the class in my opinion.
@ludditedred
Жыл бұрын
I've really enjoyed playing this subclass in a recent game. There were only 3 players, and being the one who can sense magic, hit things reasonably hard, and give the sorceror spells back has been very useful. The campaign is only going up to level 6. I wouldn't want to play this subclass past that level really. Super weak in the late game, but good fun in the early game!
@mirkofraccastoro7573
3 жыл бұрын
What makes me truly sad is the complete lack of usefulness at almost all levels of the "keystone" feature you get at 3, yeah maybe for a lvl 3 oneshot it could work, but it works horribly anywhere after that, also since you may get certain things you're de-incentivized to make other choices for your characters, example, mobility cuz you can tp, crusher cuz it could be force damage pole arm master cuz you MAY need a bonus action... and theese would otherwise be things you would like to take but with the subclass you can maybe have one, but never all and getting them trough other means makes the subclass less usefull (yeah it is actually possible?) And worse of all ALL of theese options become USELESS once you reach even mid levels, one AC for a barbarian is little against the +14 or more of avarage mid lvl monsters, not to speak of a D6 damage and by the level you get to choose wich option you want the choice is completely inconsequential and meaningless Really sad for this subclass, could've been so much fun to play, at least most good AND bad effects of the sorcerer's wild magic are meaningfull, but this might as well not exist, much like the subclass in my book
@mohammadmurie
3 жыл бұрын
let us not forget that the damages are make the saving throw for no damage ones and they don't even continue your rage
@rossjackson8259
3 жыл бұрын
I liked the idea of the class, and the flavor that the Barbarian had been exposed to a magical calamity and it stuck to them. What I did as a DM was add things to the table related to magic the players were exposed to.. necrotic damage from the mere of dead men, lightning after a terrible sea storm, etc.. Which worked as a reminder of places the party had been/things they'd done everyttime the barb raged. Agree that it needs buffs/scaling.. etc. But If the DM is willing to help run with it.. add to the table or use different tables.. I think it can be really fun.
@TheHaven923
3 жыл бұрын
That side comment about the battlerager hurt my soul xD it's my favorite barbarian subclass even if it is mechanically wanting. I have a great build for it, though that makes up for a lot and Tasha's helps.
@taylorbednarz2972
3 жыл бұрын
One of my players build a character with this, we flavored it as him being a 13 year old going through an intense magical puberty. It is definitely a class built around fun, and that is exactly what we are having with it.
@thmstbst
3 жыл бұрын
These are just my thoughts, at the very least this comment will be good for engagement numbers; 1 - any temp hit points you get every round seems amazing to me. Way better than the heavy armor master feat. 2 - teleporting 5ft above an enemy for advantage. Could you use this to get surprise? I sure would be if someone suddenly stabbed me in the back. Or even just suddenly was in front of me. 3 - The exploding flumph could give flanking, does it save you from losing your rage if an enemy is too far away? 4 - extra d6 from a handaxe? Maybe just freeing up a second hand would be nice, give your enemies the finger while you chop them in half. 5 - seems counter productive as a tank. Maybe this is when you want to grapple. 6 - +1ac is good at any level 7 - if you have a rogue in the party they'll love you. 8 - can shut down one poor enemy as a bonus action.
@Amrylin1337
3 жыл бұрын
You can't impose Surprise the way you think.
@elliotbryant3459
3 жыл бұрын
In defense of Heavy Armor Master, those temporary hit points could be wiped clean in 1 or 2 damage instances [not ignoring the resistance aspect] -and then they're gone and your rage as no other effect, while HAM type reductions are always active* [against non-magical attacks]. So it really depends on how many weapon attacks you're hit by over the rage.
@fullmetalpoitato5190
2 жыл бұрын
I think if someone were to play this subclass at my table I would modify the subclass to add scaling to the Wild Magic table to keep it at least theoretically relevant at later levels. I'd also take the lvl 6 features and turn it into a d4 or d6 to start and possibly let it scale too, kind of like Bardic Inspiration die or Battlemaster maneuver die. I really like the subclass in concept, but yes it is definitely a fail mechanically.
@clarkside4493
3 жыл бұрын
I have a player trying to do a Barbarian/Warlock multiclass. He went Hexblade, so he has some features that he can use while raging, but he keeps ending his rage to cast _eldritch blast_ when he can't reach an enemy. He took one level of Warlock and has, like, five in Barbarian.
@clarkside4493
3 жыл бұрын
I will say that I'd take the explosive spirit over the force weapon damage pretty much any day of the week, so if I have one of the lame ones, the Unstable Backlash feature is at least a way to change it.
@LibertyMonk
3 жыл бұрын
If people are looking for less abominable d3 dice (or d14 dice if they want to houserule a die bigger than a d12 but not quite a d20) I hope I wont get in trouble for mentioning that I think MathArtFun's combination d2/d3/d4 roll pretty nicely since they have 12 sides, each of which is marked with a circle (d2) triangle (d4) and the unmarked d3. They're a little hard to read from across the table, especially if the DM/player next to you isn't sure what they're looking for, so it's not for everyone's table.
@chillycharizard5985
2 жыл бұрын
I think magic awareness was undersold here, you not only detect Magic items but spells as well, you can probably sus out illusions with that
@michaelhenman4887
3 жыл бұрын
I feel like the problem of inconsistent bonus action availability is to be expected on a class like this, which isn't really made with optimisers in mind. However, I do think it would be pretty simple to scale the damage dealing options at the same levels that cantrips scale. Then add a couple more options that are actually overpowered; maybe extra elemental damage on all weapon attacks, or magic absorption. Then this subclass might be genuinely fun.
@targetdreamer257
2 жыл бұрын
Ya know just because your a barbarian doesn't mean that you CAN'T cast spells. You just can't cast spells during combat. There are so many spells that straight utility. Like you could take levels in druid for wild shape hit points they give. Just focus on the non combat spells. Goodberry, Speak with Animals, Create or Destroy Water, or Detect Magic. Heck you could even take Cure Wounds and cast that OUT OF COMBAT to give another player a slight boost of HP so they can save a hit dice during a short rest. You will rarely be casting Guidance, Shape Water or Mold Earth in combat. For that matter Produce Flame is a 10 minute non concertation spell that does not interfere with holding a weapon. You can have it active before a fight and have torch light during a fight. The bonus is that you can still attack with the flame because the flame is active you are casting it to attack. You cast it THEN you decide if you want the torch or you attack. Now if you take the utility spells then that frees up your spellcasters to focus on other ones. They can focus on attack or save spells. They could take a healing spell instead of Detect Magic because they know you can cast it in non combat situations. Then you can give yourself back a spell slot at level 6.
@utkarshgaur1942
3 жыл бұрын
Some games I want to play tactically. So I may go Battle Master or Rune Knight (or more likely, a magic user). But some games I want to turn my brain off and just go with whatever's happening while still being effective. Until now, that meant Samurai. But now I think this subclass takes that spot. Because it combines "turn my brain off" with "variety of things that can happen". It's a low effort / high entertainment class.
@minibuscus2
3 жыл бұрын
yyyyyyyyyyyyyyeeeeeeeeeee awesome series my guy, now we get to wait a while before more subclasses come out... VAN RICHTEN'S GUIDE TO RAVENLOFT COMES OUT 7 WEEK FROM TOMORROW!! Well at least its only 2 subclasses XD
@g00se99
3 жыл бұрын
I'm in a campaign currently where we rolled randomly for pretty much everything. My 1st level is Wild Magic Sorcerer, but at 2nd level I was able to multiclass as Bard. My one level of Bard is so much better than Sorcerer. Wildmagic is hard to proc and half the time does nothing good at all. The fact that you can say that it is better than this Barbarian subclass tells me everything I need to know about how bad Wild Magic Barbarian is.
@Festizzio2
2 жыл бұрын
Every review of this subclass that I've read/watched has the same complaint, the D8 table. They're not wrong, it doesn't scale, the utilization is mostly circumstantial if you get the right roll, but it still sounded like a fun idea to run with. I'm playing one right now using an expanded (D20) wild magic table that incorporates similar effects to the published table, while also bringing in a few elements from the sorcerer's table. It adds a bit more to the unpredictable nature that you would expect from 'wild' magic. So far it plays well, and fits his backstory as being the son of his clan's most powerful sorcerer. I'm possibly going to multiclass into rune knight after level 6 for some more 'magical' utility, could be a fun build.
@3_14pie
2 жыл бұрын
It's probably the 4rd or 5th best barbarian if don't ignore the table when building the character, "what if I have the crusher feat and my damage becomes force" well, why would you pick that feat if you know there's this possibility? Same thing for the bonus action, you might have something to do with it, like PAM, but why having more options is bad? Yes, the table is underwhelming, kinda boring and gets old really quick, but it's very, very rare for it to be detrimental, most of the time is just a minor buff, yes, there's better subclasses, obviously totem, also zealot and ancient, beast and storm are probably on the same level, and this is for sure better than berserker and battlerager
@CallipygianDrawings
3 жыл бұрын
meanqhile the totem chadbarian gets spells as rituals but wild virgin cannot even sustain the spell for longer than 6 secs
@EsoiTheGrumpyMawile
2 жыл бұрын
honestly being random is not the problem here, the effects should be a lot more impactful, whether negative or positive and actually have more of a presence in general. Half of the effects almost do nothing and even less at high levels and to add insult to injury, they don't add anything else to the class after level 6. The fact that this "Wild" Magic Barbarian doesn't explode when getting hit is a tragedy.
@pieterpuk7684
Жыл бұрын
I think you missed an essential part of the unstable backlash. It's EVERY time you take damage. Not once per round... Not even once per turn. EVERY. So you can basically just go nova from enemies hitting you throughout the round. I once got 3 attacks from a dinosaur and rolled 1 three times in a row. I blew up all enemies in range (most of them) for 3d12 and gained more temp HP than the enemy did damage to me. It's that kind of randomly selected awesome that really makes this subclass both fun and powerful. And yes, there are times you get thrown on your greatsword while standing in melee... But my DM and I agreed that I could just take out my handaxe and dualwield a 2 hander with an offhand in this scenario. FUN. My only issue is falling off as you get to level 12 and beyond...
@valentinrafael9201
9 ай бұрын
I think you missed the part of the feature that says “you can use your reaction”, which you can do only once per round. When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. Once you used that reaction, you can’t do that again, since you don’t have your reaction available.
@social3ngin33rin
3 жыл бұрын
D3 can also be triangles sticks, I doubt they would be rolled straight up.
@imppmi6973
2 жыл бұрын
With the 10th Unstable Backlash and Controlled Surge 14th level abilities you could keep re-rolling the d8s hoping to get a 1 on the d8(s) on the table with your reaction. I don't see anything that says you can't get the same result Unstable Backlash again. Wouldn't you gain the use of the ability if you roll it again. Also the 1d12 temporary hit points would keep topping up each round. What do you think Chris?
@skullkrusher-dx4kg
3 жыл бұрын
Totem warrior is pretty magical lol.
@valentinrafael9201
Жыл бұрын
This is such a meme subclass lmao
@AndyReichert0
6 ай бұрын
QUESTION for you, Treantmonk! Could you optimize to embrace any random effect is rolled? I think a Shadar-Kai Echo Knight 5/ Wild Magic 4 / Echo Knight X would be great. maneuverable, tanky, bonky, and 7 ASI levels. I imagine it as a mage-slayer since it can bypass minion walls without getting stopped by Counterspell or Sentinel.
@jand.4737
3 жыл бұрын
9:50 Or you roll the force damage weapon fighting against a monster immune to force damage. Now you can reroll and get something that might not be beneficial, but also isn't detrimental.
@fortello7219
3 жыл бұрын
I want to say: It's actually unlikely that a party can just ritual cast detect magic unless they have a wizard. With the requirement to already have the spell prepared or known for ritual casting a lot of classes aren't going to prepare it. It's great for a wizard, but situational for other casters.
@MarcusVance
3 жыл бұрын
What's next for you after Tasha's?
@TreantmonksTemple
3 жыл бұрын
Builds, Druid fixes, then we'll see
@PowderKeg3838
3 жыл бұрын
@@TreantmonksTemple You have never touched on the option spell point rule in the DMG. I would like to see your analysis of how it affects spell casters.
@Amrylin1337
3 жыл бұрын
@@PowderKeg3838 It is better in every way and nullifies Flexible Casting for the Sorcerer. There ya go.
@zTom_
2 жыл бұрын
Isn't the lack of scaling of the abilities due to being expected to roll in the table every single round at higher levels and constantly be generating the effect on top of your regular attacks? Still, I'd have added at least 2 elements to the subclass to improve how rewarding it feels to progress in it: - first, from say level 6, a 5 feet AoE of wild magic explosion when getting into rage that can push people 5 feet away & can do a small flat force damage, even just Rage Damage + Strength Modifier + PB, that could progress towards having a chance to knock them prone via a strength saving throw at higher levels (either 10th or 14th), with an extended range to 10 feet, on top of the usual effect. - 2ndly, to progressively go from a D8 table to a D10 then D12 (at levels 6 & 10 maybe) with stronger effects that are unlocked throughout the character progression as you become stronger in wild magic. Edit: 3rd idea: as a capstone ability at level 18, maybe you could have 2 abilities happening at the same time? I suppose deciding whether or not it'd be overpowered would depend on what those 4 new wild magic surges would do. I'm just picturing a Barbarian that teleports and has one of the other abilities, or one that is throwing his great axe at your face from 15-20 feet away surrounded with vines that the enemy would have to struggle through to reach you on his turn? Could be fun at those levels.
@FinalTroop
3 жыл бұрын
They should of added runescarred berserker instead of this. It could of been spells you can cast are based on hp. Less hp you have less spells you can cast. Then they could of made it less hp you have more magic leaks from the barbarian to do random stuff. Like if someone is going to kill you in melee you goto 1 hp and they become a penguin for a round. Or if you roll bad they become a dragon...
@BODELTOTE
3 жыл бұрын
Dude.... there are 5 creatures inmune to foce damage in all the manuals combined. Five out of TWO FKING THOUSAND. Plus you didn't considered that there are some creatures vulnerable to force damage. And "nevermind the fact that" there are around +40 creatures inmune or resistant to physical damage. If you dont have a magic weapon, changing your base damage to force is statistically a straight up improvement
@revenantpaladin1820
3 жыл бұрын
Just wanted to point out that the Temp Hp ability adds your Barbarian level on top of the d12, but yes the randomness still makes that less useful.
@johnp1806
3 жыл бұрын
Wild Magic Barbarian: exists KZitemrs: "make sure you have an exorcist on call for the curse you call upon yourself for having to roll a d3, the most unholy of die"
@Fellentos
3 жыл бұрын
My homebrew version: Wild Spellcasting (*) Starting at 3rd level, while raging, you can cast a limited form of magic. You gain three Spells Known that must be from the 1st level Sorceror spell list, and you must roll which ones you get each Long Rest (1d24 x3 on alphabatical order, you can re-roll if you get the same result). You have two spell slots of 1st level and you regain them when you finished a Long Rest. You can cast these spells without material components, and your body is the spellcasting focus. Your spellcasting ability is Constitution (spell attack modifier: Your proficienty bonus + your constitution modifier) If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Wild Surge (+) Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table (see below) to determine the magical effect produced. At 10th level, the effects are improved (see 2nd version below it) 1 Explode. You unleash a magical explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d6 equal to your Rage Damage. A creature takes force damage equal to the total on a failed save, or half as much damage on a successful one. Explode. You unleash a magical explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d6 equal to your Rage Damage. A creature takes force damage equal to the total on a failed save, or half as much damage on a successful one. You are resistant to force damage during your rage. 2 Horror. Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. Horror*. Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw with disadvantage or become frightened of you for 1 minute. Affected creatures can save each round. Your allies gain advantage on the saving throw. 3 Disrupt. You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level. Spellcasting this round will trigger a Wild Surge on the Sorceror Wild Surge table. Disrupt*. You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. Allies gain advantage on the saving throw. The DC is equal to 10 + the spell's level. Spellcasting causes a Wild Surge on the sorceror Wild Surge table. You are resistant to damage from spells during your rage. 4 Blink*. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. Blink*. You teleport up to 60 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns. 5 Sight*. Your eyes can pierce through invisibility. You can see invisibile creatures within a range of 60 feet. Sight*. Your eyes can pierce through illusions. You gain truesight within a range of 60 feet. 6 Summon*. You summon a weapon made out of the primal soup of the Chaos plane on your body. Until your rage ends, the weapon's damage type changes to 1d10 (1: fire, 2: cold, 3: acid, 4: lightning, 5: thunder, 6: poison, 7: radiant, 8: necrotic, 9: force, 10: psychic) and the weapon gains the Light and Thrown properties. The weapon can instantly return after it has been thrown (range 20/60). The weapon can take whatever form you choose. Summon*. You summon a floating weapon made out of the primal soup of the Chaos plane within 60ft. Until your rage ends, the weapon's damage type changes to 1d10 + Con modifier force damage and its type is Light. As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. 7 Retaliation*. Whenever a creature hits you with an attack roll before your rage ends, you can use your reaction and have that creature take 1d6 force damage, as magic lashes out in retribution. Retaliation*. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage and is thrown back 10ft., as magic lashes out in retribution. If you die during your rage, you come back to life as if by the reincarnate spell but you can do this only once per Long Rest. 8 Trait*. Until your rage ends, you gain a Trait from a Chaos plane inhabitant as a chaotic spirit empowers you. Roll a 1d4 (1: Regeneration 1d6 hp each round (Slaad), 2: Resistant to Fire, Cold, Acid and Lightning (Chaos Elemental), 3: Immune to poison and gas (Lillend), 4: You have advantage on saving throws against the charmed and frightened conditions (Githzerai) Trait*. Until your rage ends, you gain a all traits from the Chaos inhabitants: Regeneration (1d6 hp each round), resistance to fire, cold, acid and lightning, immune to poison and gas and you have advantage on saving throws against the charmed and frightened conditions 9 Destruction*. After you jump and strike the ground the terrain trembles around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies and they must save on a Constitution saving throw or be knocked prone. A creature that saves is not affected. You can choose not to use this abillity and regain a used hit die or spell slot at the end of your Rage, as you use the energy built up in your body. Destruction*. After you jump and strike the ground, creating a burst of chaotic energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 1d6 damage of each element Fire, Thunder and Force, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Until your rage ends, the ground within 30 feet is difficult terrain for your enemies. You can choose not to use this abillity and regain a used hit die or spell slot at the end of your Rage, as you use the energy built up in your body. 10 Strike. The next time you hit a creature with a weapon attack it will deal an extra 1d10 damage of a rolled damage type. Roll a 1d10 for the weapon damage type (1: fire, 2: cold, 3: acid, 4: lightning, 5: thunder, 6: poison, 7: radiant, 8: necrotic, 9: force, 10: psychic). Also, the creature may be affected by Chaos. It must save on a Constitution saving throw at disadvantage or lose one Trait untill the end of your next turn. If the creature has no Traits, it makes ability checks at disadvantage. Strike. The next time you hit a creature with a weapon attack it will deal an extra 2d10 damage of a rolled damage type. Roll a 1d10 for the weapon damage type (1: fire, 2: cold, 3: acid, 4: lightning, 5: thunder, 6: poison, 7: radiant, 8: necrotic, 9: force, 10: psychic). Also, the creature may be affected by Chaos. It must save on a Constitution saving throw at disadvantage or lose one Trait for 1 minute. The creature can save each round. If the creature has no Traits, it makes ability checks at disadvantage. 11 Flight*. You gain a flying speed equal to your walking speed but you must land in the same turn or fall. Flight*. You gain a flying speed equal to your walking speed. 12 Invigorate. You can immediately take one additional action, which can only be used to take the Attack or Dash action. Invigorate*. You gain the effects of haste without exhaustion Bolstering Magic (+) Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: For 10 minutes, the creature can roll a 1d6 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a 1d4. The creature regains a number of expended spell slots (1 = 1st level spell slot, 2 = 2nd level spell slot, 3 = 1st and 2nd level spell slot, 4 = 2 2nd level spell slots). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Unstable Backlash (-) At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. You can do so only once each time you Rage. Stable Surge (*) At 14th level, you can re-roll your Wild Surge roll, but you must take the second result. If you roll the same number twice, you can choose your Wild Surge effect. You can do so only once each time you Rage.
@basementmadetapes
3 жыл бұрын
Playing one as a recurring guest character and I've been crazy lucky w the rolls and it definitely fits my character. I even finished a solo oneshot w him and did fine. But I'm just leaning in to the wildness BUT there may be a door to join the group as a regular character and I'll be shifting out from this class to at least acquire other more bankable skills. My rolls are good enough to let me do that and I'm taking it. But he's for sure intentionally a wild build. When the luck fails me it'll drive me crazy no doubt. D3s are an abomination
@0ldSch00l13
3 жыл бұрын
Multi-class into Rune Knight and you are a crazy, unpredictable tank.
@basementmadetapes
3 жыл бұрын
@@0ldSch00l13 I was thinking echo knight when I read rune knight. But...either way it would be fun af. V doable if I can justify the multi narratively tho, which is how our table plays.
@hecklinjekyll3959
Жыл бұрын
All those dice should scale like cantrips. Otherwise, it's just silliness.
@richardreumerman5449
3 жыл бұрын
Ha you wouldn't like this magic item I created for a trickery cleric in my game. On a hit, roll 2d6.when both side roll the same number, an effect happens that depends on the particular numbers rolled. All mimicked first level spells. One player hated it, the other thought it was cool and thematic..
@VileScarMind
3 жыл бұрын
Unstable backlash does have the effect of being able to do damage with your reaction, if the right result is rolled. You're dead right though, this class is going to be highly dependent on a players individual preferences.
@SecularMentat
Жыл бұрын
Yeah this class seems lackluster AF when taken from it's default thought of 'magic' included. But it's still a martial class with permanent half damage reduction and massive HP. It can't have everything. Other than that, it's subclass features are still all very lackluster compared to other paths for the barbarian.
@stranger6822
3 жыл бұрын
Seems that these effects should be much stronger if you don't know which you're getting. And why couldn't they just be magic? Ex: choose X spells of first level, cast one of those at random when you rage. Goes up to second, third, fourth, and fifth level spells. Then you could pick effects that were much more interesting or had a common theme, so you could plan around it.
@Amrylin1337
3 жыл бұрын
You don't want 5th level spells coming out at random from a Barbarian every single turn. You went a little too far the other way.
@stranger6822
3 жыл бұрын
@@Amrylin1337 It wouldn't be every single turn, would be when you rage. And it's a concept. You tune it appropriately based on spell selection and playtest to determine the balance point.
@Gokumohan
3 жыл бұрын
Honestly? They should probably just remove the prohibition on spells and concentration while raging. Mechanically its probably not gonna be that big a deal in terms of balance, as most hypothetical multi-class builds are going to have MAD issues anyway, and using standard-action non-attack spells is possibly gonna result in it ending prematurely. And from a flavour perspective, it only really makes sense with a combination of the most brutish depictions of Rage /and/ the most organised forms of casting. Like, sure, a frothing-at-the-mouth madman /probably/ isn't going to be pulling off the complex formulae for wizard spells, but why would it interfere with a sorcerer instinctually drawing on their own nature? And this is without considering more subtle portrayals that could if anything be /beneficial/ for certain forms of magic (altered states of consciousness are a key feature of many mystic traditions, and that isn't just limited to drugs). Also bear in mind that the historical Berserkers were said to be favoured by Odin. Y'know, one of the /literal Norse gods of magic/.
@crazyscotsman9327
3 жыл бұрын
As someone who plays Berserker Barbarian in AL, I would choose the Berserker over this idiotic subclass. The Berserker is at least on theme, sure it has it's problems but damn it it's still a barbarian instead of this weird nonsense. Also I'd say the Berserker is stronger then the Wild Magic Barbarian.
@Ahglock
3 жыл бұрын
If there was any scaling in the wild surge it might be decent. Sure the teleport is probably good at all levels, but far too many of them stop being useful as you progress. Changing your weapon to force is solid up until your weapon is magical, but then it almost never will be a benefit. 1d6 at level 3 i guess is an okay boost at 3rd level, level 10 lol.
@thiagoloss2842
3 жыл бұрын
ok, but now I'm really curious about your thoughts on the old UA School of Invention Wizard
@williambennett7935
3 жыл бұрын
My main problem with this Barb is the starting concept. I would have much rather wanted Mearl's Elemental Disaster barbarian
@SpiderWaffle
3 жыл бұрын
The random abilities are way under powered all things considered. Just failure in understanding game design. 1/8 chance to get each thing doing specific situational things means each thing needs to be /substantially/ better than they would be normally for a subclass ability that you always got. This isn't the case, each ability is on pair with a subclass ability at best. Either that, you they should have got the L10 or L14 abilities from L3.
@twl232
3 жыл бұрын
I'm just excited I can recreate Kaz, The Minotaur. A cool DM who'll rule 0 the randomness out, and off I go. But the question remains... can I make an additional attack as a bonus action if my greataxe is light...?
@nicolasvillasecaali7662
3 жыл бұрын
It doesn't remove tags so in theory you can wield a light polearm with the technique of a heavy weapon for the same effect
@skullsquad900
3 жыл бұрын
"Optimizing" Wild Magic is Maxing Out the chaos factor to ridiculous levels. Trying for Consistancy in Chaos is redundant lolxD It's a Wild Magic BARBARIAN, Maximum Chaos is the point. I don't know why you Hate this version when all you get is Positive effects! I Hate it because the Effects aren't Chaotic enough; Half of them should atleast harm the user or their allies! (Also, if it harms you it'll keep your Rage going)
@QuiescentPilot
2 жыл бұрын
I’ll be honest, the fact that they’re random would be cool to me if the individual effects actually did anything. I mean, the magnitude of each effect is just pitiful, and the entire subclass is built around the wild effects… if you can even call them “wild”; they’re all pretty tame if you ask me. I wouldn’t even mind if some of the effects were like the “Fireball yourself” Sorcerer one; at the very least it’d be COOL to literally blow up with Rage. Not to mention that as a frontliner, Fireball centered on yourself wouldn’t even necessarily be bad. It’d just be a lot more fun if something dramatic happened based on the d8 roll. In my opinion, the real reason that this subclass is lame to me is just that the effects do next to nothing beyond some paltry flavor.
@Ratnraven
3 жыл бұрын
RAW this subclass is super underwhelming and a play of mine wants to play it cause she enjoyed the wild magic sorcerer so much. So I think I'll just make a custom chart with 12 more oltion she unlocks around lvl 8. Any suggestions on effects that would be fun?
@shaunbastin1663
2 жыл бұрын
I enjoy a lot of Chris’s videos, but they have to be taken with a pinch of salt. He can be seriously biased at times which makes his build guys dodgy. His hatred of monks and rogues is legendary. I personally really like the Wild Magic as is, but I do agree that it should scale. Perhaps have the damage increase in line with cantrips.
@JoelDrechsler
3 жыл бұрын
Character concept for this subclass: A big stupid barbarian who doesn't understand why wild magic surges are occurring around them. They hate magic and are always accusing someone around them of being the source. If no-one is around they think they may cursed by a witch. Yes, I know it's best used for a a joke NPC but like the beekeeper subclass this also is worthy of nothing but contempt.
@utkarshgaur1942
3 жыл бұрын
Chris loves the beekeeper subclass. Watch his video to find out why.
@inMYtimeOFneed92
3 жыл бұрын
Yeah I had the same reaction to this subclass, it is definitely a contender for the worst barbarian subclass. It's too unreliable, the only good feature is the level 6 one which makes you pretty decent at "power attacking" but that bonus doesn't hold up with other subclasses long enough.
@antongrigoryev6381
3 жыл бұрын
At least its features aren't outright harmful (except those extremely specific occasions Chris mentioned). Unlike Berserker's.
@dragohammer6937
3 жыл бұрын
@@desislavvelchev8728 and the fact berseker is arguably better shows how bad this subclass is lol
@inMYtimeOFneed92
3 жыл бұрын
@@desislavvelchev8728 @Anton Grigoryev Yeah the ultimate winner for worst barbarian subclass is not super clear, but I think that those two are really the finalists of this contest XD I don't know about the 1 combat per day argument, it really seems like a stretch and a limit case to me. IMO it is a situation similar to the Storm/Wild Magic Sorcerer one, I think I would rather play the "fun yet chaotic and random" subclass than the other option. You know, the thrill of the die. :D
@nathansmith9597
3 жыл бұрын
@@desislavvelchev8728 The berserker's frenzied rage is substantially worse than a "once a day" ability. For one thing, while exhaustion is not common at most tables, it can come from other sources. So you may get a level of exhaustion before the big battle and feel it is too risky to use the premier feature of your subclass at all. Secondly, I get the sense that people underestimate how bad even one level of exhaustion is. Disadvantage on all ability checks is no joke. (That also means disadvantage on initiative rolls, NB.) And - though I think a lot of players / DMs just ignore or hand-wave this in most combats - your rage can end early. Exhaustion is just too punishing, in my opinion. The cost is too high and the benefit, while very nice, is not nearly good enough for a "once a day" (sometimes "none a day") ability that also gives you a meaningful debuff until next long rest. The later features of Berserker are fine*, but then again, the level 6 ability of Path of Wild Magic barbarian is actually good. It's hard to say which is worse... But I think I'd usually prefer Wild Magic Barb. It is very rare that its effect will be actively detrimental, and you can at least use it all the time. A little extra, non-scaling damage or +1 AC is not a lot, but it will at least help you get to level 6, at which point GWM and extra to-hit will be boring but effective - and reliable. * Edit: Forgot about "Intimidating presence" at level 10. That ability is straight up terrible, too.
@mohammadmurie
3 жыл бұрын
@@nathansmith9597 I was about to say no one can defend Intimidating Presence as that straight is counterintuitive of what the berserker/barbarian playstyle with that enemy not having 0 speed to just run away from you, only targeting 1 creature, and using Cha
@Mr911superstar
3 жыл бұрын
Also, doesn't great weapon master require a heavy weapon?
@0ldSch00l13
3 жыл бұрын
Yes, but the effect says the weapon "gains the Light and Thrown properties." It does not lose the Heavy property. I'm using this to deadly (and hilarious) results with my Goblin Dex Barbarian, who drags around a maul. While this subclass isn't the best of the bunch, it's certainly not the worst. As someone who loves Barbarians, and usually plays Totem or Zealot, I have to say this subclass is by far the most fun one I've played.
@Nealikus
3 жыл бұрын
>hating on d3 Screaming in DCC
@skullkrusher-dx4kg
3 жыл бұрын
Dang what's next?
@TheRashy2
3 жыл бұрын
Why not just give me spells?! Why, WotC, why?!
@Blobby3822
3 жыл бұрын
Barbarians can't cast spells while raging, so that wouldn't be so good.
@moto2442
3 жыл бұрын
@@Blobby3822 They could remove that limitation for the subclass specifically in regards to their barbarian spells. I feel like maybe the most interesting thing could be giving them spell slots which they expend and it gives a random spell for each level on a d8 table for each spell. (Maybe 1d12, 1d10, 1d10 and 1d8 for each level of the spell slots). They all only cost a bonus action And the barbarian gets to pick which spells are on the table for each level. I think it would be quite powerful but because you aren't getting the optimal spell for each situation. But you are getting a cool thematic effect. That your will is randomly shaping the magic around you into different forms.
@TheRashy2
3 жыл бұрын
@@Blobby3822 They coulda just lifted the restriction for that class only. Or done something interesting like a spell rage where you can't cast spells, but you can still concentrate on one you cast earlier and gain a benefit of some kind to your attacks while you maintain concentration on that spell.
@Blobby3822
3 жыл бұрын
@@TheRashy2 Sure.
@poilboiler
3 жыл бұрын
Well, this was kind of a disappointing subclass.
@CriticalHitReviews
3 жыл бұрын
I do not like this class either, in the survey I suggested all these abilities need to scale as damage is just bad over tier 1.
@cp1cupcake
3 жыл бұрын
I don't get it, why would the weapon becoming light be an issue?
@TabithaFoxglove
3 жыл бұрын
Great Weapon Master shouldn't apply to it, since Light/Heavy are mutually exclusive, I imagine.
@TreantmonksTemple
3 жыл бұрын
It is likely to be neither an issue nor a feature.
@ariashkenazi9211
3 жыл бұрын
Shame that the middling barb class got one meh subclass and one awful subclass
@KevShaw808
3 жыл бұрын
I initially thought this class was cool, but over time it seems less so.
@slamwalad
3 жыл бұрын
Big fan of your videos. But I disagree Strongly with you assessment here. Strongly. And not from a flavor, “I like random stuff” position. Mechanically this is a good subclass in my opinion,. I do not think that the random surge abilities are overly situational. I think they are all generally useful for just about any combat. Extra AOE damage that doesn’t harm allies opening a fight is always useful. Reflective damage. Extra mobility. Enemy targeting difficult terrain. Attempts to blind a creature at range every round. Awesome. These are not niche cases. These are great repeatable abilities that can be used in almost any setting. Some perhaps better than others. But none are irrelevant. Even your complaint of not wanting to use a light weapon is unfounded. As it wouldn’t lose the “heavy quality” so GWM is still in the table, you can just Duel wield and throw a great ax which is fun tho admittedly a weaker boon. But absolutely more reliable than Wild Mage Sorcerer who have a healthy amount of abilities that are designed to be useless or even detrimental to you and your party. That subclass is bad with a poorly designed random feature. This is much better designed, And the fact that you get the Wild Soul benefit ON ROUND ONE as part of your bonus action to rage is a great boost compared to many other barbarian’s who must use their bonus action just to rage. POOR POOR berserker. And the level 6 ability, admittedly you said was good, it actually great. This single handedly makes a Wild Soul Barbarian THE best GWM as it basically gives then archery fighting style for your Great sword GWM attacks on most combats. At a level where most barbarians get some useless utility option. Of course the wild soul table abilities are great at 3rd level. But they do not scale. That is the major issue you didn’t even cover in you vehement hatred of not being able to control everything exactly. But yeah scaling that is the reason that it does not hold a candle to the the Bear totem or AG or zealot. D6 force you can place to damage a few enemies every round is very, very nice at 3 or 4. At later levels it is minimal, almost not worth applying it. And the later abilities do not really address scaling at all. So like many a barbarian you might as well dip out after level 6. There are many variables in this game and admittedly you cannot control everything , especially as a player, but Wild soul offers great abilities that can be utilized well generally, filling out your action economy without having to blow feats on PAM or whatever, and then they get THE BEST barbarian 6th level combat ability. Then the subclass falls off because it doesn’t scale well. As does the barbarian class in general. So tier one and early tier two gem in my opinion. Not a late game pick. I normally do not comment on your videos, as I am a huge fan and generally on the same page, But I think you are way, way off at being objective with your assessment.
@johngleeman8347
3 жыл бұрын
Easily one of the worst kits I've ever seen. Other kits give you better and better stuff, while this stupid kit only gives you two stinking abilities for your entire 20-level investment. And even the main draw has horrendous potential options like the stupid pixie/flumph that you will NEVER want to roll. What a slap in the face for the barb to get this garbage when the fighter is getting rune knight and the ranger is getting fae wanderer. WOTC just loves squirting scalding-hot lemon juice in the eyes of the monk and barb. Makes me want to rage myself!
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