A friend of mine wanted to play an improvised weapon-wielding barbarian. He was using a homebrew subclass he found online, but frankly speaking, it was terrible, so I reworked it. This is the result of 2 hours of rushed brainstorming and development. I’m not a barb main, so I’m not really familiar with how they work, but I’m satisfied with the result.

While creating the subclass, I tried to satisfy the following demands:

  • Allow the player to use unarmed strikes and improvised weapons, obviously.
  • Try to make improvised weapons unique and not just “reflavoured martial weapons” (achieved with the random roll and additional effects to unarmed stirkes and attacks with improvised weapons, I hope).
  • More choices during combat. The person who was going to play this doesn’t like how shallow and same-y most martials in 5e play (hence the “Barbarian Exploits” feature at 6th level).

Any kind of feedback is very much appreciated!

  • Dagnet@lemmy.world
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    10 months ago

    I think a feat is bad because you are making them ‘pay’ for something is usually ‘free’. Most martial classes get magical items naturally by adventuring. You could just add it to Savage Warrior something like “Starting at level X, your unarmed attacks and attacks made with improvised weapons count as magical bla bla” which is how monks do it I think.

    EDIT: I do like the gloves tho cause he could eventually upgrade it to +3 since, unlike monks, his damage dice doesn’t increase naturally.