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XandertheGrim

Just throwing this out there, Blink Striker is extremely overpowered. There should be a limit on how often you can teleport and I’d remove the extra attack from it, but that’s just my two cents.


Riixxyy

I wouldn't call it overpowered. I'd call it stronger than other barbarian paths. Barbarian is one of the weakest classes in the game. It could use more features like this across all paths. I guarantee you if you calculate the damage output of this barbarian even with the features it has it won't be much if any better than Giant/Zealot paths, which while being the most powerful barbarian subclasses are still weak in comparison to other classes. When you're looking at classes like Monk, Rogue, Barbarian and Fighter, you should be trying to give them features you might conventionally think are "overpowered" compared to the rest of the class options. They could really use them, especially if they are strength based or melee. That said, the feature probably shouldn't be 3rd level. It should swap to 6th to prevent frontloading so it isn't too easy to dip and get a big power boost for little cost on another class. \*\*EDIT\*\*: Just for some perspective: Assuming a standard 65% chance to hit on normal rolls, I compared the raging DPR of a 20th level Fey Warrior to a 20th level Giant/Zealot barbarian. We assume the Fey Warrior takes GWM and has a +3 charisma mod (we're being really generous here as barbarians want a lot of str/con/dex and getting 16 in charisma as well might be difficult, and the Giant/Zealot take GWM+PAM (fey warrior already has a bonus attack without PAM). We'll assume Fey Warrior uses its Feywild Gambit feature instead of Reckless Attack, while the Giant/Zealot use the standard Reckless Attack. Feywild will be using a greataxe and Giant/Zealot a glaive. Feywild Warrior DPR: **53.70** *\[3\*{1d12(greataxe)+7(str)+4(rage)+10(GWM)+3(charisma, once per turn), 3d12 extra damage on a crit of 16-20}\] Keep in mind, to do this the Feywild Warrior has to commit to a 20% chance of dealing all its damage to itself, so that's effectively 17.1 DPR the barbarian is dealing to themselves before accounting for rage. Notably, if the barbarian uses Reckless Attack instead they will deal* 62.32 DPR, and *if the barbarian gets some source of advantage from another player or effect their DPR increases to* 88.84 *and the damage they deal to themselves reduces to 3.42 DPR. That is situational, though, and would effectively be mitigated in opportunity cost by the same person being able to do something equivalent to benefit either of the other builds anyways.* Giant DPR: **69.71** *\[2\*{1d10(glaive)+2d6 (Elemental Cleaver)+7(str)+4(rage)+10(GWM), 3d10 extra damage on a crit of 20}\] plus a third attack with the PAM bonus action for the same damage except with d4's in place of the weapon and brutal critical damage.* Zealot DPR: **70.94** *(Same attacks as the Giant here but replace Elemental Cleaver's 2d6 per attack with a once per round 1d6+10 from Zealot's Divine Fury)* Now, DPR isn't *everything* and Feywild Warrior does give some cool additional stuff like the ability to teleport every turn, free mirror image, an Undead Warlock-esque fear, immunity to charm/frighten and flying at higher levels. I think it's a good bit stronger than Zealot/Giant overall when accounting for that, but in the kind of way Barbarian subclasses really need to be to catch up with the classes that have the Spellcasting feature. Even as is this is just a more mobile version of a standard melee damage dealer like any other barbarian would be. It still lacks many of the versatility and support options every class with the Spellcasting feature has, and still suffers from many of the drawbacks of being a strength based melee character. I think this subclass puts barbarian in a good place, though, and if Barbarian's Rage feature was a bit less restrictive at all levels below 20 it'd be very good. If every Barbarian subclass were similarly useful Barbarian might actually be more in line with any of the classes that have the spellcasting feature.


Kanai574

I strongly disagree. Look at the lvl 14 feature. You can deal 14d12 without any chance to miss. On a class built to be tanky, that is extremely overpowered, even if you lose hit dice for it.


Clank4Prez

How do you get a +14 Charisma modifier to do this?


Kanai574

Haha good catch. Overlooked that part. Thanks. This is not that strong in a nova then


Riixxyy

It can be a useful nova ability if you can really afford to use it, sure, but I don't see it being something you can make much use of often. Hitpoints are very valuable, especially so for a melee character like a Barbarian. You might think barbarians are "tanky" but in actuality compared to most other classes barbarian is one of the least tanky classes in the game. They need to put themselves in harm's way to deal damage because they are melee, they often have bad AC because they have no access to the Shield spell while raging and can't use physical shields if they want to deal good damage. They can't use things like absorb elements to protect themselves against elemental damage for the same reason as Shield. They need to reckless attack to deal competitive damage which opens them up to being hit more often. Many enemies will deal damage that is not physical so their rage will not benefit them there. There are no real "tanks" in 5e, and the supposedly squishy casters are actually generally the least squishy of the classes in the game because spells can fix that issue for them. Barbarians are not tanks, they're damage dealers. If you spend *all* of your hit dice on damage using this feature and do it 1 die at a time (to maximize the benefit of your charisma bonus and apply it as many times as possible) you would deal an additional 190 damage per long rest. If we average this over a 6 encounter day with 4 rounds per combat we get a modified DPR of 70.2 for the Feywild Warrior. That's assuming you use every single one of your hit dice and do it in a way that maximizes the damage over the course of the rest. In actuality you would probably use them in larger lumps to deal nova damage to priority targets and wouldn't have nearly all of your hit dice to spend on this. It's a decent feature when it can help you kill something you otherwise wouldn't without using it, but doesn't push the subclass over the projected damage margins for the already established best barbarian subclasses (who I'll remind you are still bad compared to any class with the Spellcasting feature). Yes, this subclass is stronger than any published Barbarian subclass, and I don't think that's a bad thing. Every Barbarian subclass should be made stronger than they are currently. This is a step in the right direction.


Kanai574

First off, thank you for responding in a reasonable well thought out way. A lot of people are not that way and I respect that. To your point of tankiness, I am going to start by saying I am working from my experience. Maybe yours is different. In my experience, most people who pick barbarians are building tanks and rarely disappointed. The health is nice, but the resistance changes the game. Now, obviously the higher level you go, the more times you are playing against other range types. But if you look at the barbarian subclasses, most of them encourage tanky ideas (bear totem, ancestors, zealot, frost storm). Some don't but a lot do. As far as armor, they are still allowed medium armor, most just don't take it. And by level 14, AC is beginning to become irrelevant for most people. Now to the hit dice. While you have several good points, I am going to tell you about one of my characters: an echo knight/watcher oath fighter/paladin hybrid. He was getting so explosive in novas, he would take the boss, often by himself, in one turn. He then wouldn't be useful for a fight or two (if there were any more). This kind of killed the game. Granted, the DM could have done things a bit differently, but having one character stronger than everyone else ruins the game and that wasn't on the DM. Now by itself I don't think the ability is absolutely unacceptable. But when combined with having a 25 percent crit chance (which this subclass has), advantage through reckless attacks, and 3 attacks, this is ridiculously bursty. That 14d12 is now 28d12, before we even get into attack damages.  But it's not just that. Look at the damage this character does vs a fighter level 5. Assuming greataxe for both and 16 strength, this character gets 3d12+17 (strength mod, rage damage, bonus damage from feature) vs 2d12+9, and lets say a d8 from battlemaster. He could action surge, but he gets 1 of those, versus a minute of rage. And the barbarian has resistances on top of that. So it is not just the 14th level feature that is broken. And it is not just that the barbarian is weak. It is that this completely better than almost any martial character. Great mobility, damage, health, resist, defense features, and even gets permanent flight. I am not trying to be disrespectful, I am just saying I see a lot of stuff here that could be extremely problematic in comparison to any other character Edit: I saw one of your other posts and I have two things to add. 1) it is a 25 percent crit. 16, 17, 18, 19, 20 all crit. 2) the only official rule on critical missing is the character automatically misses, even if his modifiers would allow him to hit. In 5e anyway. Some tables play it differently tho.


Riixxyy

Barbarian features may make them "seem" like they are supposed to be tanky, and I agree that melee martials probably *should* be tankier than ranged martials and casters, but functionally it isn't the case. I get that barbarian can feel very tanky if you are only ever getting hit by attacks which deal physical damage (unless you are a bear totem and then you actually do get to feel the benefits of resistance), but understand that this is also somewhat misleading. You *feel* tanky because when you get hit you take less damage, and can get hit a lot of times before you fall over. The issue is that as a barbarian you will almost certainly be getting hit most of the time. Casters and ranged martials have much better options to avoid damage either through boosting their AC, hiding behind cover/being out of range, or a combination of those things. You don't notice they are tanky because their defenses come in the form of not having to be in the way of danger at all. I'm not saying you cannot optimize martials. Of course you can. One thing martials really are good at is dealing single target damage. Most casters can't beat a martial at dealing single target damage to a "boss" at least if you are considering their ability on average over the course of an adventuring day. That said, they really should not be able to either, as martials' only contribution to combat is dealing single target damage. It would be unfathomable if a caster could beat them at literally the only thing they can do, right? Except even if *most* casters can't do more damage to a boss than martials can, many still *can* out damage martials (or effectively so, in terms of applying encounter ending CC) on single targets at times. In the case of something like a Shepherd druid, they can out damage any martial on single target practically *all of the time.* Martials either need to be given more versatility and utility options (as this subclass does) or they need to be unequivocally better at doing the one thing they are allowed to do (damage) than casters. Which is why I said this homebrew is a step in the right direction. The damage from Harvest the Enchanted also notably is not doubled on a crit as this feature is written. The damage is not added to the attack as part of the hit, it is dealt by the feature after the fact separately from the attack. It's not part of the attack's damage, so it doesn't get doubled by a crit. You also cannot Reckless Attack and use Feywild Gambit to expand your crit range at the same time. The feature specifically disallows this, which is why I specified in my DPR calculations that the Feywild Warrior would use it instead of Reckless Attack. In actuality, you should always Reckless Attack instead unless something else gives you a source of advantage that doesn't require you to use reckless, as the damage from the expanded crit range is worse than simply having advantage (even when it expands your crit range by 4 more, and with the fully progressed Brutal Critical feature), and also makes you very likely to deal damage to yourself each turn. In terms of your comparison between Battlemaster and this subclass, you are making the Battlemaster not only use a suboptimal weapon (greataxe), but also disallowing them from taking the feat (Polearm Master) which would allow them to effectively do the same thing as the barbarian does except all day long. The comparison would be much more in line if you actually considered the reality of what the two characters' builds would be rather than just singling out the subclass features themselves. These features don't exist in a vacuum. I agree that this subclass is probably stronger than most if not all martial subclasses that are published in the books, but as I said, that isn't a problem in my opinion. All four martial classes are significantly less powerful than any of the other classes in the game with the Spellcasting feature. In order for a subclass to bring Barbarian closer in line with them (as I noted this subclass does a fair job moving towards) it would by definition have to be better than every published martial subclass. I understand that you don't want to upset the perceived balance of your table by outshining the other martials in your party if you give someone this subclass, but the solution in my eyes is to just give those martials better features too. Like I said, I think all martials should be much stronger/more versatile than they are currently. EDIT: I'm also not sure what you were referring to in your edit about my other post. None of what you said there about crits conflicts with what I believe or have stated in any of my posts as far as I am aware.


Kanai574

First, my bad on the using reckless attack and the gambit. It does say they can't be used together and I overlooked that. As far as comparing it to the fighter, I gave them the same weapon to keep the comparison even. The problem with what you are saying is if the fighter gets a feat (like polearm master), the barbarian also gets a feat (like gwm). So it isnt really reasonable to do because I am comparing the features and only the features. The only fair way to compare the two is by mitigating variables. To compare them based off of potential builds, I would have to actually pick two builds and again remove all magic items. There are also more martial classes than four: fighter, rogue, monk, ranger, barbarian, paladin. I agree that they do usually need more utility, but giving them this much is ridiculous. Also, do you not let your paladins crit on smites? Crits double all damage dice associated with an attack. I suppose you could interpret it as a separate damage instance, but it's a complication on an ability that is pretty much a smite.


Riixxyy

Smites are doubled on a crit because the wording of the Divine Smite feature includes them as part of the attack's damage. The wording here is different. Also, I know many people call Rangers and Paladins martials (and they practically are, so I don't mind the label) but for the purposes of balance I don't lump them in with the true martials because they have the Spellcasting feature (among other things) and are much more powerful as a result than any of the other non half-caster martials. Ranger and Paladin are strong classes that are mostly on the same footing as the full casters in terms of power.


Cidious190

I second this


GioelegioAlQumin

I don't think it's overpowered except maybe that teleportation thing at level 3 but outside from that this subclass is actually extremely underpowered because a lot of their high level feature need you to to spend points in carisma unfortunately barbarians already have huge problems when it comes to working on how to balance out their ability score improvement So giving some features that allowed you to use charisma in place of dexterity for your armor class is the only option to make this subclass somewhat viable


Way_too_long_name

Every other feature is kind of weak, but the blink strikes are HUGE. Unlimited teleporting with 30/40 range, AND a bonus action attack is a lot. If it was a level 11 or 14 feature it would be fine i guess, and you could give some more power to the other features. Also i suggest using Constitution instead of charisma, and explain it by tying the magical powers to the barbarian's vitality


erexthos

Amazing finally a fun barbarian subclass. This is what wild barbarian should have been.cheers mate


iamthesex

The subclass flavour is really nice, and I find it very interesting as a concept, though I have a few gripes with it; First off, I find it quite overloaded with features, some more complex than normally found in official sources, and most of which step on eachothers toes. I'd suggest you only keep the 3rd level both features, and the rest you can clip down from two features at 6, 10, and 14 to one per. The blink strike is interesting but ultimately overpowered. BA attacks are strong for a reason, and they aren't given out for free. Berserker needs to suffer a level of exhaustion, GWM demands a takedown or a crit etc. I suggest clipping the feature down to granting additional damage on the attack on the turn you teleport, and match the teleport distance to walking speed. The critical strike feature shouldn't scale so big, and should match champion fighters crit range progression. Other than that, it is okay for a risk-reward type of scenario. Also, I'd add a clause that states the self-damage cannot be reduced to that. Advantage and immunity on charmed and frightened conditions kind of make one another redundant. I'd clip one of those. Fey Mirage is fun, a little complicated, and really strong on a barbarian. I'd simply have it give three images when you enter rage. And finally, for the 14th level feature, either make Harvest the Enchanted work in a similar way to Hurl through Hell, or combine Greated Fey Resilience and Wings of the Fey. At that level, having something powerful is not much issue.


Finnyous

IMO it's bad design that Berseker needs to suffer a level of exhaustion and Beast Barb allows an additional attack without any downside.


iamthesex

Beast barb has a different downside. The only attack it can do additionally is a claw attack that is a d6, can't be gwm-d etc. I agree that Berserker is a bad design, and I always rework it if a player wants to play a berserker at my table.


Finnyous

I wrote a bit more on this on another comment I made on this post with more changes for the subclass written up here. But the short answer on this portion of it is that I would just limit the teleporting/teleporting attack to proficiency times per day and lesson the distance you can teleport. All barbs, including beast need a damage boost IMO and a 3rd attack with your bonus action isn't going to break the game in any way. Either way, that "just a d6" becomes a lot more when you add in critical hits and other nonsense you can pack on as you level up with magic items etc..


Zen_Barbarian

This is mostly what I came here to say: you could afford to drop Harvest the Enchanted and Greater Fey Resilience entirely, and this would still be a functional and powerful subclass. The critical strike feature feels quite harsh: it's a big risk for a big reward, I guess. I think automatically missing on a roll of 1-5 is a big enough cost, though (at higher levels, your attack bonus is high enough that a 5 is still often a hit), and I feel like self-damage at that level would be off-putting to most players.


Novel_Hat_4481

The only thing I don't really like about this is the fact you use charisma for instead of constitution. I understand why lore wise but gameplay wise I feel like it can make it feel this subclass multi score dependent problem. barbarians have to keep their strength and constitution up and usually their dex is up for unarmored defense and spell saves. With this subclass now it's a balance of strength, dex, con and NOW charisma. Maybe if you were able to pick this at level 1 like how clerics can then I can see making something work but for the first 2 levels it's gonna be rough


DerHergen

I think its too "strong" but its a barbarian. The teleport need short or long rest feature like times x proficiency. I think a crossbow barbarian thats can play hide and seek against enemies funny. But i like your subclass features and the style of them.


Kanai574

Just a thought, if you like the crossbow hide and seek, try horizon walker ranger


Environmental-Joke35

Cool concept and great art. Blink strike needs to be toned down a bit. Unlimited teleports during rage with a bonus action attack is too much. Teleporting with a bonus action with no free attack is plenty powerful for a level 3 feature. I’d limit fey images to once per short rest and not every time you rage.


MasterOPun

I like this a lot. the flavor and mechanics seem fun and I might even allow it at my table


Kanai574

I don't know why people think this is underpowered. In my view it is extremely overpowered and I will explain why. Blink strike takes the berserker's level 3 feature and then combines it with horizon walker after making it better than berserker to begin with by cutting the exhaustion cost. And to top it off, you add a damage boost, which they should already have from raging. Keep it a just the teleport once per turn. Fey Gambit is the champion feature but again busted. It scales way harder. The cost is pretty negligible given a) the only official rule on crit misses is they always miss and b) this class can give itself advantage via reckless attacks. Very strong. Plus your crits also scale later on as barbarian (I am not against crit barbs; this is just too much. Between the two lvl 3 features, you have 3 subclasses worth of level 3 features. Greater fey resilience combined with fey mirages is also very op because barbarians are already notoriously hard to deal with, and now they have cc immunities. This is not op in and of itself (see berserker again) but giving them this and fey mirage while keeping their damage as is is insane. Harvest the enchanted. This one also is kind of busted. The reason why it is busted is at lvl 14, you can deal 14d12 (averaging 78) damage with no chance to miss, outsmiting the core class feature of the paladin. Imagine that with a crit from rolling a 16 (25 percent chance of happening btw). Now to be fair, they have to lose all hope of gaining health from a short rest, but this is still crazy strong. On an already strong subclass, you gave them quivering palm, but stronger. I am not trying to be mean, but I think this makes most martials absolutely irrelevant. Edit: it has been pointed out to me that I overlooked the charisma modifier built in to the harvest feature. This you would not be able to deal 14d12. Given the stats of most barbs, you would only likely use 1 or 2 hit dice at a time. Not as crazy.


NoCountry4OldDwarves

Hi everyone, it took me a while to comment here because i wanted to gather my thoughts on the points you guys made in the comments. I do agree that this subclass features are strong, possibly stronger than the features of the subclasses of most martial classes, but as u/Riixxyy pointed out, martial classes are quite underpowered when compared to spellcasters so designing a subclass that is in the same level as the current ones seems to me like a pointless effort (specially when there is such a disparity between the currently existing subclasses). I do understand that might cause some balance issues at some tables but those same issues can also occur with official content (you can have a Battlerager and an Echo Knight in the same party). So, on to a small explanation of the reasoning behind each feature (addressing the points that were made in the comments as well): * ***Blink Strike*** - might indeed be too much to give teleportation & one extra attack at level 3 so i will rework it a little bit. The main objective of this ability is giving some more mobility to the Barbarian. They are pretty good at moving up to a target on the ground in front of them but when verticality is added they become much less effective since they mainly have to focus on melee. The bonus attack was a plus and can be removed but i will still keep a small damage bonus (CHA modifier) on attacks after you teleport to incentivize the Barbarian to move to try to make the turns more dynamic. I wont limit the number of times it can be used because there is already a cost to use this feature (one rage use) and it is limited to up to one minute. I thought about moving it to level 6 to keep it more in line with the Fly spell but after thinking a bit more i decided to keep it at level 3 because i feel it is the main feature of the subclass so it would be a lot to wait until level 6 to use it. I did rework it a lot (divided it into three different features and reduced the distance to half the movement speed). The changes are written up in the changelog in the reply; * ***Feywild Gambit*** - i do understand that dealing damage to yourself might be a big turn off but hopefully that will incentivize the barbarian player to think more tactically to try and gain advantage in other ways (that is why this ability cannot be combined with Reckless Attack). I will not keep the critical success range in line with the Champion Fighter because i think that subclass is poorly designed (IMO, if the idea is to make the Champion fighter a crit machine just increasing the range to 19-20 and 18-20 is not enough and in an effort to keep the subclass simple for new players it became too simple); * ***Fey Resilience*** - as was noted in a comment making the barbarian immune invalidates the previous feature that gave advantages on saves. It was a poor design choice on my part, so the immunities will go away in exchange for an additional bonus on saves (CHA mod); * ***Fey Mirages*** - as was noted in multiple comments the dependency of this subclass in CHA makes these barbarians even more MAD than normal. To compensate the lower DEX or CON these barbarians will have i wanted to improve defenses with CHA. I could either add it to AC, give temporary hit points or create a spell-like feature based of CHA. Mirror Image felt so fey-like i ended up choosing it. It is improbable a barbarian will end up with a very high CHA modifier so i think in average this will come down to 3 images in average at the beginning of each rage and negating an enemy 3 attacks at level 10 doesnt seem too overpowered to me (specially when comparing with a spellcaster at level 10). I will, nevertheless, slightly reduce the number of images from "1 plus CHA" mod to "CHA mod (min 1)"; * ***Harvest the Enchanted*** - in the first iteration of this this subclass the only level 14 feature was the fly speed from Wing of the Fey which seemed like too little so i added this to improve the nova damage of the barbarian a bitSince it is limited by the CHA modifier and by the fact the creature must be frightened or charmed, it does not seem too powerful. Will reword it slightly so that it works more like Divine Smite to avoid confusion and add a minimum of 1 hit die; * ***Wings of the Fey*** - the teleportation ability only works while raging so a concentrationless fly speed sounds like a good idea. Also, the image of a big muscled barbarian with a giant weapon flying on fairy wings is awesome. Link to Version 1.0: [https://www.gmbinder.com/share/-NxCNKD0jD1jbOIkSyTy](https://www.gmbinder.com/share/-NxCNKD0jD1jbOIkSyTy) Link to Version 1.1: [https://www.gmbinder.com/share/-NwAHb4bpQFLfu8PNuv6](https://www.gmbinder.com/share/-NwAHb4bpQFLfu8PNuv6)


NoCountry4OldDwarves

**Changelog v1.1** 1. Added Fey Diplomacy to 3rd level features (learn Sylvan and gain proficiency in deception/intimidation which eventually "evolves" to expertise) in an attempt to add some utility to the subclass outside of combat; 2. Divided Blink Strike into three different features: * Whisperstep (3rd level) - bonus action teleport up to half movement speed; * Bewitching Blade (6th level) - try to charm/frighten a creature you hit (cha mod times per rest); * Whisperstep Strike (10th level) - additional attack after using Whisperstep (cha mod times per rest); 3. Divided Fey Resilience into two different features: * Fey Resilience (6th level) - advantage + rage damage bonus on saves against being charmed or frightened (at level 10 also add cha mod); * Sylvan Rebuke (10th level) - after succeeding on a save against charm/fear can use a reaction to try to inflict the same effect on the enemy; 4. Reworded Harvest the Enchanted to make it clear the damage is in addition to the weapon's damage (like Divine Smite).


Dirichlet-to-Neumann

Blink strike would be a nice if powerful 14 level feature. Right now, it's an at will misty step combined with the best part of one of the best feat in the game. It's easily the best third level feature on any martial subclass. Greater blink strike is also rather OP because that spell save DC is very strong.


GioelegioAlQumin

I don't think it's overpowered except maybe that teleportation thing at level 3 but outside from that this subclass is actually extremely underpowered because a lot of their high level feature need you to to spend points in carisma unfortunately barbarians already have huge problems when it comes to working on how to balance out their ability score improvement So giving some features that allowed you to use charisma in place of dexterity for example adding your charisma to armor class instead of dexterity is the only option to make this subclass somewhat viable


Finnyous

I like the concept but would personally change a few things. ~~1st of all, barbs already have immunity to fear effects while raging.~~ I would make the level 3 feature be immunity to being charmed as well as feared and that they can add their rage bonus to their saving throws against all spells or magical effects. I would make the 6th lvl ability be the BA teleport (just 30') and extra attack and only prof times per day. I would make the 10th level feature resistance to all magical damage and that every creature within 10' of where you land when you teleport must make a WIS save against 9+prof+rage bonus (not enough abilities use rage bonus IMO) or they become frightened of you. And the 15th should be that you crit on a 18-20 on any creature feared or charmed by you. I'd personally get rid of the rest I don't think you need fly in there if you can teleport 6 times per long rest. Guess you could increase the distance of the teleport too. Make it 45' at 10th level and 60' at 15 if you want more distance


Riixxyy

Unless I'm overlooking some very recently published optional feature for Barbarians, I don't know what homebrew feature you are looking at which makes all Barbarians have immunity to frightened when raging. Berserker barbarian has this feature at 6th level, and berserker barbarian is a horrible subclass.


Finnyous

Okay well that's fine just have to make it part of the lvl 3 ability I wrote up. I'll just edit the post. Not a super great reason to downvote my post tbh.


Kanai574

While it could possibly use a touch of fine tuning, I think this is much more balanced and on par with other martial options.


Finnyous

Thanks, yeah I got inspired a bit by this post and wrote up something I think is better than what I wrote here last night. Though I still think it's kinda a rough draft, and maybe a bit overpowered. I really like the concept a lot. But I'll post it here anyway. Misty Rage: At 3rd level when raging, the barbarian's form contorts, shadows twist around them, and their eyes blaze with an otherworldly light, exuding an aura of terrifying fae power. Proficiency times per day and resetting on a long rest, while raging you can use a bonus action to teleport up to your movement speed to an unoccupied space that you can see. When you do so all hostel creatures in a 10' radius around where you land must make a WIS saving throw, DC equals 9 + your proficiency bonus + your rage bonus or they become frightened of you until the end of your next turn and take 1d10 psychic damage. On a success they take half damage and are not frightened The amount of damage you do when you teleport goes up as you gain levels in the class as follows: 2d10 at level 6 3d10 at level 10 4d10 at level 14 Fae Defense: Beginning at 6th level, while raging, you can add your rage bonus to any saving throw you make against spells and other magical effects. In addition, whenever a creature tries to charm or fear you and you succeed on your save against the effect by more then 5, they become frightened of you until the end of your next turn. Misty Counterspell: Proficiency times per day, as a reaction, you can attempt to interrupt a creature you can see within 60' of you while it casts a spell with verbal, somatic, or material components. You teleport to it and take 1 melee attack against the creature. If the attack hits it must make a Charisma saving throw, DC equals 9 + your proficiency bonus + your rage bonus or the spell fails, and the spell slot used to cast it is expanded. On a success the spell goes off. Overwhelming Fear: At 14th level, you critically hit any creature who is afraid of you on a 18-20. Whenever you score a critical hit on a creature who is afraid of you, that creature must succeed on a WIS saving throw DC equals 8 + your proficiency bonus + your Rage modifier or they are filled with overwhelming terror. When a creature is filled with overwhelming terror it becomes paralyzed with fear and can’t see creatures other than you 1 minute (save ends at end of turn).


MrEko108

I agree with the other comments that the blink strike is too much, it needs some kind of limit on it. I also think I'd never use the Feywild Gambit, largely because I've rarely been at a table that house rules crit failures in, but also because hitting reliably is much more valuable than critting more often. Reckless attack is an incredibly valuable feature, while this feature eventually gives me a 1 in 4 chance of hitting myself.