dnd 5e – Does a 3rd-level Wolf Totem barbarian give advantage to friendly summoned creatures and other allies that are not strictly speaking “friends”?

There’s no clear definition of “what makes something friendly?” that I could find, but I found enough pointers to answer the questions. I’d say all of the things you mention almost certainly qualify as “friendly”.

Regarding anything you summon: all the summoning spells I found explicitly include the line “the creature(s) are friendly to you”, so they are friendly.

Regarding the pet, that would basically up to the pet’s owner, but they’re a player at your table so it’s up to them (and I don’t see why they would not want the beast to be your friend; other than maybe roleplaying reasons but that’s between you and them)

Regarding other NPCs: the paragraph on “social interaction” on page 185 of the PHB states:

In general terms, an NPC’s altitude toward you is
described as friendly, indifferent, or hostile. Friendly
NPCs are predisposed to help you, and hostile ones are
inclined to get in your way. It’s easier to get what you
want from a friendly NPC, of course

So I’d say anyone you hired to protect you, would fall under the “predisposed to help you”, simply because that’s what you’re paying them to do.

Animate Dead doesn’t explicitly say it makes them friendly, but they do obey your instructions. The Cleric’s Command Undead does state explicitly that it makes the target friendly to the Cleric.

Based on the social interaction paragraph, a controlled creature is “predisposed to help you”, even though in this case it’s through coercion. I’d say any form of direct control is then enough to be considered friendly, but you might want to check this with your DM to see if they agree with the idea.

GM Considerations for a Human Barbarian Toddler PC

A player wants to join our campaign and I asked them if they had a character ready to go. They said yes, and I asked them what the character was.

“He’s a human barbarian, level 1.”

Me, “Ok, cool, that should work out well.”

Player, “Oh, and he’s 2 and a half years old.”

At first I was all, “No.” But then we talked about it and two things came to light:

  1. I’m already running a lighthearted and somewhat silly campaign and this PC would add hilarity on so many levels it would be hard to pass up.

  2. There’s nothing in RAW in D&D 5e that says you can’t be a 2 and a half year old Barbarian, or any class for that matter. Toddlers, children and even babies are not mentioned in the rulebooks.

The player had rolled fixed ability scores and got:

STR 16, DEX 7, CON 17, INT 9, WIS 6, CHA 15

So which race is kinda below average smart (in game play), has very little wisdom but a solid personality, and can leverage this personality to get what they want, and has such low dexterity they practically tumble over themselves? A human toddler of course! (at least according to this player.) From there, the class was an easy choice: a raging barbarian.

I’m not changing the stats to account for age or applying any disadvantages based on age alone. I think the rolled stats are already a good match for this character choice and reflect the deficiencies of the toddler (a really strong toddler).

My question is not “should I allow this?” I am. How can I resist? (Especially considering this player is a new parent.)

What I’m mostly looking for are role playing considerations. Mechanically I’m just going to treat them as any other character, albeit one that can’t speak very well and has a hard time grasping concepts

My question is, have you ever allowed a PC at a ridiculously young age and what are some aspects I will have to consider as GM?
(and is there a diaper changing mechanic?)

dnd 5e – Homebrew: Path of the Titan Barbarian

I feel there is design space in 5e for player characters that use “great” weapons in more interesting ways, and one such way would be to allow exceptionally strong characters to dual-wield such weapons. To facilitate this goal, I’ve designed a homebrew “Path of the Titan” Barbarian subclass to support this playstyle:

Path of the Titan

Some Barbarians hone their body so they might one day embody the
spirit of the titans themselves. This manifests as a
brutal fighting style that employs especially large weapons, wielded
frenetically and dangerously.

Restriction: Ability Score Minimums

Barbarians come in many shapes and sizes, races and genders, each as
valid as the next; but Barbarians seeking to follow the Path of the
Titan must necessarily be a model of physical strength and endurance.
Any Barbarian that chooses this path must have a combined Strength and
Constitution score of at least 31. If your combined scores are below
this threshold, you cannot benefit from any of the Path Features
provided by this path.

If either or both of your racial Ability Score Increases have been
applied to stats other than Strength or Constitution, you may instead
apply one or both of them to Strength or Constitution.

Titanic Grip

Starting at level 3, you gain the ability to ignore the Two-Handed
property on any weapon, and while you’re raging, you may use
Two-Weapon Fighting without either weapon needing to be Light.

Additionally, if your character’s size is smaller than Medium, the
Heavy Property on your weapons no longer confers Disadvantage to your
Attack Rolls.

Titanic Physique

Starting at level 3, you gain proficiency in the Athletics skill. If
you already have proficiency in Athletics, you may instead gain
proficiency in any other skill of your choice.

While you are raging, you double your proficiency bonus for any
Ability Check that uses your Athletics Proficiency.

Cleaving Blow

Starting at level 6, whenever you are raging, you may use your Action
to make a cleaving blow, dealing damage to creatures in a cone in
front of you. The size of this cone is equal to 5′ plus the average
reach of the melee weapons you are wielding. Each creature in this
cone must make a Dexterity Saving Throw. The DC for this saving throw
is 8 + your Proficiency Modifier + your Strength Modifier. Each
creature in this cone takes damage equal to the combined weapon dice
of the melee weapons you are wielding; or half this damage instead if
they succeed on their saving throw.

Whenever you gain an additional die from the Brutal Critical feature,
you may also add an additional weapon die to the damage of this
feature.

Titanic Stature

Starting at level 10, you have advantage on Constitution Saving Throws,
and whenever a creature, spell, or other effect moves you without
using your movement, you may use your reaction to cut the distance in
half.

Additionally, when you determine your Carrying Capacity or your
Lifting/Pushing/Pulling capacity, you may treat your character’s size
as though it were Huge.

Titanic Rage

Starting at level 14, you can unleash the fury of your Titanic Power
in a single cataclysmic act. You may use your action to strike the
ground with your fists, duplicating the effects of the spell
Earthquake, which last for the full duration of 1 minute. The DC for any saving throws produced by these effects is equal to 8 + your Proficiency Modifier + your Strength Modifier.

Once you use your Titanic Rage, you may not do so again until the end
of a Long Rest.

There are, however, several concerns I’d like to receive feedback on for this subclass:

  1. The intention is to support a character that is able to dual-wield melee weapons that normally have the two-handed property; for example, greatswords, greataxes, halberds, or glaives. Does this homebrew support this playstyle fully, or are there rules conflicts I’m not aware of that this subclass would need to directly address?
  2. Are all the features provided by this subclass of an appropriate power level, especially as compared to other Barbarian Paths? I’m particularly interested in the Cleaving Blow feature, which I feel as-written is potentially a very powerful feature.
    • My main concern is comparing a single-class Titan Barbarian against other single-class barbarian builds, but if this enables some powerful multiclass builds, that’s valid to call out.
  3. As a DM, would you allow this subclass at your table? Or, as a Player, would you be comfortable if another player used this subclass for their character?

dnd 5e – How would I multi-class my Level 10 Barbarian with a Paladin?

dnd 5e – How would I multi-class my Level 10 Barbarian with a Paladin? – Role-playing Games Stack Exchange

dnd 3.5e – Input on Variation on KRyan’s TWF Elf Barbarian

I really like KRyan’s solution to this character concept:
How to optimize a TWF Barbarian Elf

I’m looking to build something similar, but I don’t have all the restrictions that the OP had. For instance, I am planning on using the Arctic Template from Dragon #306 applied to a Wood Elf, giving me +2 Str, +2 Dex, -2 Int, -2 Cha.

With those bonuses, does TWF even make sense anymore? If so, are there changes that would make sense to utilize the STR/DEX synergy?

Getting back into 3.5e after a long time, and I’d forgotten that the limitless options are such a double-edged sword…

Can a Barbarian stay in rage while polymorphed? [duplicate]

If a raging Barbarian gets polymorphed into a Tyrannosaurus Rex or a Mammoth or something, to give it more hp, does the rage drop? Polymorph says:

The creature is limited in the Actions it can perform by the Nature of its new form, and it can’t speak, cast Spells, or take any other action that requires hands or Speech.

The Barbarian has already taken the rage bonus action. Rage says the following:

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

This says nothing about the rage ending if you change shape. So would this work?

dnd 5e – Would it break things to allow a Barbarian to cast spells in rage?

It would break concentration by never breaking concentration.

This is the biggest concern. Rather than reinvent the wheel, I will echo Ruse’s response to this question – Is this barbarian Rage Mage subclass balanced compared to the official barbarian subclasses and the eldritch knight?:

The fundamental problem with casting spells while raging is concentration spells. The Barbarian class has great incentives to have a high Con modifier and grants proficiency to Con saves, but what really sets it apart from other gishes (such as the Eldritch Knight) in this regard is the Rage.

Rage halves most of the incoming damage, so if the Barbarian can concentrate on a spell while raging, then breaking that concentration will be an order of magnitude more difficult. Moreover, Rage is an amazing buff and every other buff of this caliber requires concentration.

For these reasons, any subclass that lets a Barbarian concentrate on spells while raging is fundamentally unbalanced. It’s not the kind of thing that you can balance out by making other features weaker.

A raging barbarian, especially if they take War Caster, which they will, will almost never lose concentration. Ever.

dnd 5e – Can you wield a Greataxe and Claws with the UA Barbarian Path of the Beast?

The UA Barbarian Path of the Beast has the following option when you rage:

Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

Can a level 5 Barbarian attack with a Greataxe or other two-handed weapon then attack twice with their claws?

This would look like this:

—- Take Attack Action —-
attack with Greataxe (1d12+2+STR)
attack with Claw (1d6+2+STR)
attack with Claw (1d6+2+STR)

On one hand it seems that it is allowed by the rules considering nothing is mentioned about only attacking with the claws or that the claws cannot hold a weapon.

On the other hand it seems odd to make two attacks with claws while holding something.

On the third hand (which may or may not be required) the feature makes no mention of the claw attacks needing to be from different hands.

dnd 5e – Can a barbarian maintain rage by attacking a creature that is not present?

RAW, no. Rage is constrained by the rules of the game, not in-universe reasoning

On the supremacy of the rules:

Combat is a distinct phase of the game and is different from non-combat. Tables vary, but most I’ve heard of treat out-of-combat time very loosely, don’t worry about movement speed, turn order, or anything like that. When that state changes and combat begins, an initiative roll is called.

This gives meta-information to players– even if a PC isn’t aware that combat is underway when the roll is called, the player definitely knows.

Similarly, things that we know would work in the real world, like electrifying a body of water or a fire not starting while submerged in water, don’t happen in D&D. Not because we have no reason to think that they would work, but because it’s a game and not a reality simulator. So right there we can answer the question of why Rage is limited by the reality of the situation rather than the Barbarian’s belief: the rules exist, and they don’t say anything about the Barbarian’s belief.


Applicable rules in this situation:

While a character can usually attack anything, there are mechanical limitations on that action. For example, a character using a shortbow can attack an enemy that is 320 feet away or closer, but not farther:

You can’t attack a target beyond the weapon’s long range. (PHB, Chapter 5, Weapons, Weapon Properties)

The character could still fire the bow in that direction, but could not attack an enemy outside of the weapon’s long range. This is strictly a mechanical, rules-based issue because it depends on the rules’ definition of an attack.

Similarly, you can’t attack an enemy that isn’t there. You could swing a weapon around with the intention of hitting such an enemy, but the Attack action has a direct object (the target). It’s not as great of a koan as the famous version, but a tree that doesn’t exist doesn’t make a sound whether it falls or not, regardless of the presence of any observer. The sentence itself doesn’t even parse properly– there is no tree to fall or not fall, nor any place for that non-thing to be.

In chess, a pawn can’t move backwards no matter how helpful it might be to do so in a given situation. A real foot soldier can easily move backwards, but chess is governed by different rules than real soldiers. In the same way, a Barbarian can’t attack an enemy that isn’t there.


A sensible ruling:

There are plenty of edge cases where applying this rule directly is odd, such as a combat in which the Barbarian’s intended target flees (and leaves combat) while other enemies are still present. But I submit that, because Rage itself depends on the rules-defined mechanical construct of combat, it doesn’t make sense to consider Rage independent of that construct.

If combat is still happening it may be easier, more narratively interesting, and more fun to allow the Barbarian to maintain Rage while attacking the enemy, generically: Barbarhianna wants to attack Chad the cultist, who has hidden and fled from combat and so cannot be validly targeted no matter what. But if cultists Alan, Betsy, and Dylan are still around and fighting I as DM would probably allow Barbarhianna’s attack, intending to hit Chad, to maintain Rage.

But that’s my preference as DM. The rules being written or designed awkwardly does not impose new rules not written anywhere on the game. That portion of the ability is defined by a potentially valid target, and so if there is no valid target to attack Rage cannot be maintained via that mechanism.

dnd 5e – Does the Totem Barbarian feature Aspect of the Beast; Eagle overcome Sunlight Sensitivity?

These features do not interact at all

Aspect of the Eagle removes sight limitations based on distance. It doesn’t say anything about anything else that might impose limitations on sight. It doesn’t give you the ability to ignore Sunlight Sensitivity anymore than it gives you the ability to see in perfect darkness or through walls. To quote the relevant sentence again here:

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

This is all about making it easier to see things at a distance. You can’t just take take a sub part of one sentence and interpret it however you want while ignoring the context that explains what it means.

For that matter, if you need any more evidence for that just take the next sentence:

Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

If this was meant to give you Superman-vision that can completely ignore anything and everything that could conceivably be considered an obstacle to seeing things then this would be completely redundant with the first sentence, but this is clearly stated to be an additional feature, meaning the author of the second sentence clearly didn’t think the first sentence implied it.

So how does this scenario play out?

Your kobold can see well up to a mile into the distance with no trouble making out details. If they (or what they are looking at? I don’t remember if this applies to Kobold’s sunlight sensitivity as well) is in sunlight, Sunlight Sensitivity kicks in and imposes disadvantage anyway. The two features are completely orthogonal that way.

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