In 5th Edition , subclasses let players add some flair and personality to the standard classes. They are great for homebrewers, since they let players create character options with a strong theme without making a full class progression. However, there are certain things to consider when homebrewing subclasses for different classes. Here are some tips for making a Barbarian Primal Path, either for personal use oღr publication.
Understand The Rage
The rage ability is what makes a barbarian a barbarian and not a fighter. Rage is integral to the class, both in mechanics and flavor, so creators trying to homebrew a primal path should integrate the rage ability into some of the abilities of the subclass. Ideally, the 3rd-level ability should somehow interact with the rage, if not trigger every time the character rages. At higher levels, another ability that interacts with the rage or expands on the 3rd-level ability 𒉰can further cement the ไimportance of the rage ability.
Also, it is important to remember that there are two different ways something can interact with rage. “When you rage” refers to the action of starti🍎ng your rage and “while raging” refers to the duration of the rage effect. Which wording is used depends heavily on whether an ability is an instantaneous effect or something that occurs over time.
Take A Break From Fighting
While many barbarian abilities are focused on smashing and not much else, even the hardiest barbarian has to take a break sometimes. At 10th level, barbarians get a primal path ability that is ꦰnot based on putting out damage or personal protection. It may be a more supportive ability, one that is based around helping out allies in battle. It also may be unrelated to combat entirely, having to do with the interaction or exploration pillars of the game. Some subclasses give ✅barbarians new ways to interact with NPCs or access to non-combat spells that can be cast as a ritual.
Either way, 10th-level abilities should not increase damage or defense, at the risk of cre🎃ating an unbalanced, overpowered miꦬd-level barbarian.
Balance Defenses
Barbarians fight up close and personal, which mean enemies try to hit them a lot. This is important to consider when making a barbarian subclass, because barbarians exist in a delicate balance of defensive abilities. Barbarians have resistance to damage, but only bludgeoning, piercing, and slashing damage, and only while they’re raging. They get a bonus to their AC, but only when they’re not wearing armor – but they can use a shield. They get a bonus to movement speed, so that they can chase down enemies and mai﷽ntain their rage, but not when they’re wearing heavy 🌸armor.
This means that any changes to barbarian defenses have to be balanced through plenty of playtesting. Allowing a ba🐬rbarian subclass to have good defensive abilities that can be used with armor will probably make it too strong unless these abilities are introduced at a high enough level to guarantee that any player has probably committed to an armorless build already.
Creators should keep these guidelines in mind, and make sure they don’t make the subclass too strong or too 💯weak at any given level. As for coming up with the flavor for the archetype, they’ll have to use their imagination for that.