Deep Dive: 5E Barbarian
In preparation for my new campaign, I'm taking a look at the various character classes in hopes that I can add moments of cool regardless of which characters my players choose to play and also can sidestep some awkward moments at the table. I'm hoping to go through the core classes (from the 5e player's handbook) in alphabetical order which means we start with the BARBARIAN! (Sorry, couldn't resist the all caps there.)
The primary mechanic for barbarians is their rage. Rage lasts for up to one minute (essentially an encounter) and how many times per day they can rage is linked to their barbarian level. It ends early if the character is knocked unconscious or if they end their turn and either haven't attacked a hostile creature since their last turn or have taken damage since their last turn. During their rage, barbarians gain access to the following modifications:
- Advantage on Strength checks and Strength saving throws.
- Melee weapon attacks that use strength gain a bonus to the damage roll (tied to barbarian level).
- Resistance to bludgeoning, piercing, and slashing damage.
- Lack the ability to cast spells or concentrate on spells already cast.
There's a lot here. The first thing I note is how simplified rage is, especially compared with the Pathfinder barbarian. It feels to me like a good middle ground between the Pathfinder and 4e versions.
In Pathfinder, a barbarian gets to rage a number of rounds per day determined by their barbarian level. Here's what happens when they rage:
- Gain a +4 morale bonus to Strength and Constitution and +2 morale bonus to Will saves.
- Suffer a -2 penalty to Armor Class.
- Gain 2 hit points per Hit Dice (due to Constitution increase). They disappear when the rage ends and are not the first lost.
- Lose access to skills based on Charisma, Dexterity, and Intelligence or abilities that require patience or concentration.
- When the rage ends, they are fatigued for a number of rounds equal to 2 times the number of rounds spent in the rage.
In 4E, barbarians gained access to special Daily powers with the rage keyword. Once a barbarian used one of the rage dailies, one of the following things happened: the encounter ended, the barbarian chose to end the rage or switched to a different rage, or the character became unconscious. Each rage had an ongoing benefit that was tied to the theme of the rage and other abilities might interact with the rage keyword.
The 5E rage acts a lot like the 4E version in terms of the mechanics of how often one can rage and when it ends. One of the nice things about not tying it to rounds is that it lightens the cognitive load of players trying to determine whether or not *now* is a good time to enter a rage.
What further lightens that load is the lack of penalties for entering a rage and for deciding to come out of it. I know when I played my barbarian gunslinger, most of the time I didn't even bother to rage because determining which rounds were the best to do so in and what I'd give up to do so was often more work than I was prepared to spend.
Some people will enjoy that sort of decision making and they'll still have the opportunity to make those sorts of decisions. Instead of making the penalties part of the core raging mechanic, 5e separates them out into additional decisions. For example, at 2nd level, they gain access to Reckless Attack, which allows them to decide on the first attack of their turn to throw caution to the wind, gaining advantage on melee weapon attacks that use Strength during the turn, but granting advantage to any attack rolls against them until their next turn. I need to play it to find out, but this version feels much more dramatic to me than the +4 bonuses to Strength and Constitution and the -2 penalty to Armor Class (but your mileage may vary).
Moving penalties to more precise decisions, with their own carrots, gives the player more control over the risk they are willing to take. Additionally, the added risk due to the resistance to bludgeoning, piercing, and slashing damage a barbarian gets while in a rage (Note to DMs, make note of the resistance rules at 1st level if you have a barbarian in the party). Obviously, there are plenty of monsters, especially at higher levels, that do other types of damage, but this combination sounds like it can set up some great scenes with a cinematic feel to them.
For those who like the ongoing penalty after the rage, the Path of the Berserker offers players the opportunity to go into a frenzy starting at 3rd level. While in a frenzy, barbarians can make a single melee attack as a bonus action on each turn after entering the frenzy. When the rage ends, the barbarian suffers one level of exhaustion (which is some potent stuff). Again, this feels a bit bolder to me.
Also, by not providing default penalties to Charisma, Dexterity, or Intelligence skills, the barbarian is less likely to be turned into a caricature during play. Other options are still available during the encounter. For instance, in 5E barbarians also gain a danger sense at 2nd level that boosts their Dexterity saving throws. This sort of dodging figures strongly in many barbarian stories I've read, it just never was as iconic as strength.
However, I think there are a few complexities to the 5e barbarian that players should be aware of. In addition to the resistance, I'd like to pay particular attention to tracking barbarian resources during play. For instance, there's a bunch of information to keep track of that resets each round while the character is in a rage. The player needs to know if they took damage and/or attacked a hostile creature since the end of their last turn. If they haven't, then they will lose the rage. Also, the damage done by attacks differs depending on whether or not the barbarian is in the rage. The generic character sheets don't really help with this record keeping. (Fortunately, the record keeping ends at 15th level.)
Another area to keep in mind is that the Path of the Totem Warrior gives the barbarian access to some spells, allowing them to cast them as a ritual. At 3rd level, the barbarian may cast beast sense and speak with animals spells as a ritual. For DMs who want to make non-combat encounters an important part of their game, they may want to plan in opportunities where these spells are one way to gain a favorable outcome in the game. They may also want to prepare for clever players who use these spells to gain what could be considered "too much" information about a combat encounter ahead of time.
I'm not going to look at everything that gets added at higher levels, at least not in this post. I hope this helps illustrate some of the cool things about the 5E barbarian as well as some of the areas to be wary of, especially for DMs. One last thing, however. During the design of 5E, there was some talk about wanting to make ability scores important again. One area in the barbarian class where that comes up is with the 18th level barbarian class ability called Indomitable Might. This ability allows the player to substitute in their Strength score if the total for a Strength check is less than their score. That's pretty cool!
Note: There's one thing I'd like to point out regarding the barbarian, in particular the Path of the Totem Warrior. Barbarians that follow this path pick a spirit animal as a guide. There has been a lot of discussion about the spirit animal meme online and I think it's something to be aware of. Here's an Atlantic article the discusses some of the appropriative nature of this concept. This is also a great discussion of usage of the term "spirit animal" and counters some of the arguments that the term is not tied to Native Americans and/or First Peoples.
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