Unearthed Arcana 7: The Barbarian

 

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Wizards of the Coast have released the next Unearthed Arcana. This play test has updates for the remaining classes we have been waiting for, and I am giving my thoughts on all the updates, starting with the Barbarian class.

Might and Magic

Now the previous Barbarian update did a lot with the class. It brought a lot more capability to the class in and out of combat, and created a solid class. It came close to being great, but the developers decided to make some adjustments.


 This bulky bundle of fury and rage has had a lot of changes made to it since they released the previous play test. Starting off, we see that Danger Sense has been brought back to level 2. Previously unlocked at 7th level as part of the Feral Instinct class feature, Danger Sense now works as long as the Barbarian is not Incapacitated. We also see that Reckless Attack has had a bit of a buff. Now the Advantage given to all attack rolls lasts until the start of the character’s next turn. This means that a Barbarian, either through an Opportunity Attack or Commander’s Strike, can get an additional use out of their ability.

Both changes add a bit more power to the class, and I like that. Danger Sense at 2nd level means that Barbarians are a bit more resilient to spells and effects that might normally get past their AC. Reckless Attack getting an additional use is also nice, it makes it even more beneficial to use the ability in combat to increase the chance to hit.

Primal Knowledge, which was previously at 2nd level, now is received at 3rd level. This puts it back to the version from Tasha’s Cauldron of Everything and happens at the same time that the Barbarian gains their subclass. This feels fine to me, and almost a bit more in line with roleplay since now the Barbarian gets a subclass full of features and an additional proficiency as well.

At 7th level, Barbarians will now receive Instinctive Pounce, another optional feature from Tasha’s. The feature remains the same, giving the Barbarian the ability to move up to half their movement speed as part of going into a Rage. This feels both mechanically and narratively in line, representing a character who is embracing their fury to hurl themselves into battle. That bit of movement should ensure that a Barbarian character will get to an optimal location more easily.

At 9th level, Brutal Critical has had its bonus damage changed. Where previously Barbarians got a flat bonus equal to their Barbarian class level, they now get an additional d12 die of their weapon’s damage type. This amount increases at 13th and 17th, adding a d12 die each time. This stays pretty close to the flat bonus, but offers the chance for a Barbarian to roll higher. As they increase in chance to roll at or above the average increases, so this ability will only get stronger as they increase. Also, what feels more Barbarian than getting an additional three dice to roll, all of which are d12s.

Relentless Rage has returned to 11th level from its position at 15th in the last play test. Now Barbarians gain access to the ability to be too angry to die at the beginning of Tier 3 play instead of the very end of it. This is an ability that feels in line with a powerful warrior. Per the 2014 Dungeon Master’s Guide, “By 11th level, characters are shining examples of courage and determination — veritable paragons in the world, set well apart from the masses.” So this feels correct from a narrative point of view. Mechanically, this creates a more resilient character that does not have to get worried if they get in a sticky situation, and I am a fan.

They have moved persistent Rage to 15th level from 13th. The increase in level also brings some buffs and additional features. A Barbarian gaining the Incapacitated condition will no longer end Rage, replacing it with the Unconscious condition. The ability now also gives Barbarians a use of Rage when they roll Initiative if they do not have any left, which was the 17th level feature Rage Resurgence. This ability effectively means that a Barbarian can be in Rage for much longer, potentially making them able to use it through multiple combats if they are fast enough. Adding in the guarantee that they will never be without Rage makes them a threat most of the time, and makes sense at 15th level.

At 18th level, the class feature Indomitable Might returns from the 2014 version of Barbarian. Now a Barbarian can use their Strength Score in place of a roll result for a Strength Ability Check or Saving throw. Most Barbarians will have a 20 in Strength if not more. So that means that for anything involving a Barbarian’s strength, they will usually be able to overcome it. For a character nearing 20th level, that makes sense.

Finally, at 20th level, the old capstone Primal Champion returns. Now a fully leveled Barbarian character automatically gains an additional 4 to both their Constitution and Strength scores, which can max out at 24 each.This was also a good capstone for the class, and that remains true now.

Core Class Thoughts

This new iteration of the Barbarian class has a decent amount of Buffs being made to it. Reckless Attack lasting longer also seems to make the class able to put out a bit more damage, which is nice. The improvement on Brutal Critical is pleasant as well. I like the idea of rolling dice more than a flat number. Persistent Rage has also become more powerful, allowing the Berserker to better keep their enemies frightened.

We also see a lot of these features being available earlier. Danger Sense at 2nd level instead of 7th provides an increase in defensive capabilities for the Barbarian, which makes sense. Relentless Rage at 11th instead of 15th is nice as well, giving the Barbarian some increased staying power earlier.

Overall, some solid changes here, and this class looks good.

Barbarian Subclasses


This UA gives us a taste of the redesigned Berserker and Zealot subclasses and the newly named Wild Heart and brand new World Tree subclasses. For those of you who have been playing Baldur’s Gate 3, you may have noticed the Wild Heart subclass available for Barbarians. This was a cooperative effort between Wizards of the Coast and Larian Studios in changing the name of the Totem Barbarian.


Path of the Berserker

Since most of the changes to Berserker went over well, the revisions here are extremely minimal. All we see here is that the Level 14 feature, Intimidating Presence, has been changed to a Bonus Action instead of an Action. For a class that needs to keep up the pressure in combat most of the time, I am happy that this got moved to a Bonus Action. It feels in line with the action economy.


My only comment on this is that since playing Baldur’s Gate 3, I have grown to enjoy the Enraged Throw option that the Berserker subclass gains there. This Bonus Action allows the Berserker to throw nearby objects and even enemies, dealing damage and knocking targets prone.I would love to see this option.

Path of the Wildheart

Originally the Path of the Totem subclass, the Path of the Wild Heart has had a lot of changes made to it. The general idea remains the same, offering a subclass that ties the character to nature. But in balancing out the options available, they have significantly reduced some options in power. 

Starting off, we see at level 3 Spirit Seeker is now called Animal Speaker. You still gain the same ritual spells, but now it mentions that you have a spell-casting attribute, which is Wisdom.

Next up is Rage of the Wilds, which replaces Totem Spirit. We have the same three options here, but this play test has adjusted them a bit.

  • Bear, which used to grant resistance to all but Psychic damage, now allows Barbarians to add two types of damage to have Resistance against, except for Force or Psychic.

  • Eagle, which used to give disadvantage on opportunity attacks and a Bonus Action Dash, allows the Barbarian to Disengage or Dash when activating Rage and as a Bonus Action while Rage is active.

  • Wolf, which used to grant Advantage on melee attack rolls against enemies within 5 feet of you, has increased to 10 feet.

The Elk and Tiger totems, which increased movement speed and added to long jump distances respectively, have been removed entirely. 

I have seen no push back to the changes to Bear yet, and I do not know if this is all that bad of a change. It definitely reduces the universal utility of Bear by taking away that blanket resistance offered, but an additional two seems beneficial. I think the fact that Force damage cannot be a choice would hurt more, since a lot of spells go with Force Damage. But ultimately this just means that a Barbarian might have to determine what they would know about the creatures in the battle in order to make the most of the resistance. The Eagle and Wolf options are acceptable, and I think they do a good job to embody what they originally were attempting to do.

At level 6, Aspect of the Wilds replaces Aspect of the Beast. The three options here (Elephant, Owl, and Spider), replace the original three options (Bear, Eagle, and Wolf). The reason behind this was to avoid confusion, according to Crawford. In the interview, he mentions that newer players would often think that the animal they chose at the level 3 option would be the animal they had to choose in the future.

Each of these options provides the choice of proficiency in one of two skills. If the chosen skill is something the Barbarian is already proficient in, they instead gain expertise.

  • Elephant (formerly Bear) gives proficiency in Athletics or Insight. This replaces Bear’s doubled carrying capacity and advantage on Strength checks made to push, pull, lift, or break objects.

  • Owl (formerly Eagle) gives proficiency in Investigation or Perception. This replaces Eagle’s 1 mile viewing distance, as well as dim light not imposing penalties on Wisdom (Perception) checks.

  • Spider (formerly wolf) gives proficiency in Stealth or Survival. This replaces Wolf’s ability to track while traveling at a fast pace and the ability to move stealthily while traveling at a normal pace.

As with the level 3 option, Elk and Tiger have been removed.

This does a lot to clean up the level 6 class feature, which honestly felt all over the place. The options given obviously had the intent of being very thematic, but it felt all over the place in terms of what they do and how useful they would be in a normal game. Giving proficiency or potential expertise in one of six skills helps expand the Barbarian’s out of combat utility. Given the choice, I prefer this version to the 2014.

At level 10, Nature Speaker has replaced Spirit Walker. The ability stays mostly the same, except that the ability specifies a spell-casting ability, like with Animal Speaker at level 3.

The last ability of this subclass at level 14 is Power of the Wilds, which replaces Totemic Attunement. Like before, we have three entirely new animals to choose from that do not match any of the previous ones.

  • Lion (formerly Bear) gives enemies within 5 feet of the Barbarian Disadvantage on attack rolls against targets other than a Barbarian (either this specific one or another one). It removed the immunity for creatures immune to fear that is in the current version.

  • Falcon (formerly Eagle) now gives a Fly Speed while Raging. This removes the need to land at the end of the Barbarian’s turn that is in the current version.

  • Ram (formerly Wolf) causes Large or Smaller creatures hit by a melee attack to make a Strength saving throw or have the Prone condition. The Bonus Action to activate has been removed, and replaced with a saving throw request.

Again, Elk and Tiger are removed entirely. 

These minor adjustments increase the power of each option, as well as making them much easier to understand. The only ability that seems to have gotten a power decrease is the Ram option, since previously you could spend a Bonus Action to knock an enemy Prone. While it cost more in terms of Action Economy, it’s a definite effect.

Overall Thoughts

There has been a lot of balancing done in this subclass. Prior to this, I mostly saw Totem Barbarians going with the Bear option at level 3. The added resistance was always the biggest focus, with some players going for Wolf to give advantage to other characters. This balancing feels like it makes each option beneficial, with some themes between the 3rd and 14th level features. Bear/Lion all seem to focus on a defensively built character who can take a bit more, and force the enemy to focus on them. Eagle/Falcon gives a faster, much more mobile barbarian that can get to where they want a bit more easily. Wolf/Ram does an excellent job at setting up allies for attacks that have Advantage.

The level 6 features feel flat compared to the other options. I think it was the right choice to make sure that these features were a bit more usable than the previous versions, but they all feel like they are missing something to make it interesting.

I also wonder if one or more animal options are still needed. Three options covers a lot of what the Barbarian might want to do, but I wonder if introducing one or two more options could give unusual or high-risk-reward options that would make the subclass a bit more diverse.

As a final note, looking at Wild Heart made me realize how one dimensional Berserker is as a subclass. While it provides a lot in terms of damage output, it lacks in any of the other pillars. This makes Berserker stand out a bit in Barbarian subclasses, since often level 6 provides a non-combat option.

Path of the World Tree

We reach the new subclass, Path of the World Tree. This subclass focuses on a Barbarian’s Rage, tying them to the cosmic tree Yggdrasil, tying them into the multiverse at a deeper level. Their bond is supposed to focus on vitality and travel.

At level 3, Vitality of the Tree gives Hit Points in a few ways. When a Barbarian starts a Rage, they regain HP equal to their Barbarian level. At the start of the Barbarian’s turns, while Rage is active, the character can choose another creature within 10 feet of them to gain Temporary Hit Points. The amount is d6s equal to the Barbarian’s Rage Damage bonus, and any remaining Temporary Hit Points go away when Rage ends.

This feature sounds potent and has a lot of potential for Barbarians looking to support their party and take damage more than dish it out. The ability to heal on starting a Rage is a nice way for players to get a boost early on, and the recurring Temporary HP for nearby allies will keep at least one player able to stand with them. 

Level 6 gives the Barbarian the ability to move friend and foe alike with the Branches of the Tree feature. This allows the Barbarian to, as a Reaction, attempt to move a creature within 20 feet of you to within 5 feet of you. The feature has a DC for unwilling creatures, but notes that any creature can voluntarily fail any saving throw. 

This seems like a nice utility ability for a Barbarian. This can move enemies into range for some damage, or save allies from unpleasant situations. As it uses a Reaction, this would probably be less used on Barbarians that choose to maximize their Opportunity Attacks.

At level 10, Battering Roots expand on the Barbarian’s melee weapon abilities. Whenever the Barbarian wields a melee weapon, its reach increases by 10 feet. They can activate the Push or Topple property even if they are using another Mastery property with that weapon.

This seems like an interesting ability, and very flavorful. The tree’s tendrils increasing the reach of the Barbarian, as well as being able to do extra effects, feels like a more powerful bond between creature and tree. However, I don’t know if I like the Weapon Mastery option at the end. This gives an additional Weapon Mastery on top of whatever else they are using on that weapon. The combination feels a little too potent, and should be limited down to a certain amount of times per rest or even by rage.

The level 14 feature, Travel Along the Tree, allows the Barbarian to use the World Tree to go visit other places. The Barbarian can, as an action, touch a Huge or Larger tree or a Teleportation Circle and use it to travel to somewhere in the same world or even another plane of existence. This brings the Barbarian and up to five willing creatures within 30 feet. Barbarians can use this once per Long Rest, or spend five uses of Rage to activate the feature.

I dislike this feature as written. It has potential and feels flavorful, but it needs to be a bit more limited. Something Wizards of the Coast has done when introducing spells that allow planar travel is to lock them behind requirements that the DM can control easily. Plane Shift, the 7th level spell, requires “a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence”. This means that finding a specific Rod might be incredibly difficult for parties, or that a certain rod will point them in a specific direction. Travel Along the Tree’s only requirement is a Huge or larger tree, which is coincidentally the size of a Treant or Awakened Tree. So it feels like this would not be an uncommon occurrence, which feels a bit too easy for a character.

I would suggest either limiting it through knowledge or have some sort of material requirement. Right now, the ability sounds like Plane Shift without the material component. Instead, it could mirror the Teleport spell. This spell becomes more accurate the more familiar the caster is with the location. Failing to meet the role can mean arriving in an unfamiliar area to being sent to places unknown. Something like this feels more balanced.

Overall Thoughts

I think this subclass goes in a vastly different direction than I have seen with other Barbarian subclasses, and I like that idea. Making a subclass that focuses on movement, both willing and forced, as well as reach, seems like an interesting concept. The flavor of these ties heavily into Norse mythology as well, which is also interesting.

I worry about the last ability, and its lack of any sort of limiting element, to avoid players from going wherever they want. This feature also means that depending on the campaign, this level 14 feature could be amazing or totally worthless. In a game like Curse of Strahd, for example, this could not function for most of the game.

Path of the Zealot

The final subclass we get is Path of the Zealot. I have always loved the flavor implied by this subclass. You create a being that is bound to serve a deity through their punishing wrath. It takes the resilience naturally granted to this class and amplifies it greatly.

Starting at level 3, Divine Fury now allows the creature to determine their damage type each time they deal damage. Previously, the damage was decided upon gaining the feature. Now every hit can be specified as either type of damage. The other feature, Warrior of the Gods, has had additional abilities added. Now, when the Zealot Barbarian regains health, they can add a d12 to it a number of times equal to their Constitution modifier per Long Rest.

Both abilities broaden the usage of the abilities of the barbarian. Warrior of the Gods will now keep the creature fighting longer instead of just making resurrection easier. I like this. It feels like a solid choice. Divine Fury needs to be dialed back a bit. Changing the damage type whenever they deal damage seem excessive. While it provides the most in the way of flexibility, this brings a potential place to slow down combat. Instead, I think players should choose this damage type when the Rage Starts. Often a player will know what to use. Worst-case scenario, dropping and restarting a Rage would allow the ability to be changed. This could be a great place to allow the Zealot to pay in resources to change the type. Rage charges and hit dice are the two that come to mind.

At level 10, Zealous Presence has had its uses increased. The ability still only allows a single use per Long Rest, but provides the choice to spend a use of Rage in order to activate the ability again. I like that this ability costs something to do outside of the first use per day. Players won’t be as hesitant to use their cool abilities when they feel like they can get the option back in a pinch.

The level 14 ability, Rage Beyond Death, now ties in with the Relentless Rage feature from the core class. Once the Relentless Rage feature restores hit points successfully, the Barbarian can assume a spectral form. This gives a Fly Speed, the ability to move through creatures and objects, and the ability to spend a Reaction to turn a hit into a failure. This replaces the previous version, which did not allow a Barbarian to fall unconscious by falling to 0 hit points.

This feature feels a bit lacking. The current version has a clean cut set of features which will keep the Barbarian cleaving through enemies no matter what, even the potential of death. This version just grants a Fly Speed, the ability to move through creatures, and a Reaction to make a hit miss. For an individual character, this might work, but this feels like it does not provide much for a Barbarian. At 14th level, I think a different option or adjusting the current option makes the most sense to me. One potential option if they wanted to keep the reliance on Relentless Rage would be to give the Zealot Barbarian some sort of bonus on the roll. That way, they would maintain the resiliency that feels right for their class.


Subclass Thoughts


These changes maintained the flavor of the Zealot that I always enjoyed. You still get a character that won’t stay dead often with some increased power. This keeps the Barbarian coming back stronger than ever.

There are some areas which need adjusting. The developers should reduce the Divine Fury feature that allows a character to swap between damage types on each hit down to streamline it. I think most players will not be changing their damage type too often, so tying it to a turn or even a use of Rage makes more sense. I also don’t think I like the capstone feature. The previous ability kept the Barbarian moving no matter what. This one provides some more abilities, but its staying power relies on a core class feature itself without doing much on its own to push the class’s focus.


Overall Thoughts

The previous play test of the Barbarian class was solid, and the game developers heard that loud and clear. The developers changed not a lot from the previous options. At the most, we have some increase in power in a few areas to make a solidly powerful class. The Berserker class mirrored this as well, having only minor changes. The newly added subclasses, including the rework of the Totem Barbarian, have had a lot done to change them up. We see a lot of balancing happening here that aims to make options that are equally powerful. This works often. However, there are some areas that I think need some polishing. The capstone features of the World Tree and Zealot are over and underpowered, respectively.

This finishes the Barbarian, and the first of my looks into UA7. Stay tuned for the rest of the classes presented!.