Unearthed Arcana Unearthed Arcana: Barbarian and Monk

Unearthed Arcana makes an unexpected return (the last one was back in May) with a three-page PDF containing two subclasses -- Path of the Wild Soul for the barbarian, and Way of the Astral Self for the monk.

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Hmmm...

The Barbarian seems a suitable base class for a shapeshifter subclass. Werewolf, impersonator, freeform, becoming elemental, or so on. It can work as a psionic (psychometabolic) subclass, for when psionics comes out.
 

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I understand the idea.

I just wish there were non-magical options that didn't have pointless huge drawbacks.



Bah!

For the fighter there are Champion, Battlemaster, Cavalier, Samurai, PDK, Brute, Scout, Monster Hunter and probably other official and UA fighters I am forgetting.

Barbarians could have more than 2-3 themes without always dipping into magic.

But if the 2-3 number is true that makes it all the more imperative to have a non-magical option that is better than the Berserker or Battlerager.

Not meant to be snarky: what idea for a non-magical archetpe beyond the two we have can you think of? I can imagine a few more magical options, but mechanically the Barbarian has Rage...and unarmored defense...and weapon proficiencies...

Thinking "out loud" here, maybe a Skill monkey Barbarian, similar to the Scout? A Barbarian that gets something like Battle Master Manuvers, or the specializstions if the prototuoe Weapon Master Fighter Mearls played with last year, or a consitant bonus damage lije the Brite Fighter?
 



Glorantha is full of magic infused Barbarians. I'll have to check this UA out.

EDIT- So I did. I like it. It's probably a poor fit for your typical plain Vanilla D&D setting ala FR, GH, etc. But for something like Glorantha, or maybe the Dragon Empire (13A) , it works.

I believe a big issue is the "powers" of this Path are worded like a textbook. Instead of "you can cast detect magic" maybe...."your heightened senses during your rage allow you to innately feel the presence of magic around you (as the spell).
 
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Not meant to be snarky: what idea for a non-magical archetpe beyond the two we have can you think of? I can imagine a few more magical options, but mechanically the Barbarian has Rage...and unarmored defense...and weapon proficiencies...

Thinking "out loud" here, maybe a Skill monkey Barbarian, similar to the Scout? A Barbarian that gets something like Battle Master Manuvers, or the specializstions if the prototuoe Weapon Master Fighter Mearls played with last year, or a consitant bonus damage lije the Brite Fighter?

We'll lets take a look at the Totem options. Tiger is athletic as hell, and gets the skill monkey proficiencies. Strip out the spellcasting and the fluff and you have a Barbarian who is very skilled and non-magical.

Do the same for Elk and you have a mobility focused charging Barbarian that's non-magical.

Wolf: a Team player focused, tracking, knockdown Barbarian that's non-magical.

Bear: A toughness focused, strong Barbarian that discourages enemies to attack others next to him that's non-magical.

What is at it's core that makes all these have to have magic? Nothing. Eagle's flight is the only thing that did. WotC just to wrap the first 3 concepts together with an animal magic them, then tack on new concepts to it.

So there was space right there, but I guess that shipped has sailed. How about these options?

The Tal’Dorei campaign setting's Juggernaut Barbarian: non magical, moves things around when it hit them, Siege damage property, impossible to knock prone, cleave attack, and "unstoppable" abilities.

Adventure's in Middle-Earth's Foehammer that has increased AC, and Unarmed Fighting abilities, and can automatically crit at the cost of breaking his weapon, or if a magical weapon rendering it unusable until fixed, and the AiME Rider, a spear focused primarily mounted Barbarian that feels like it came right out of the Steppes with Attila the Hun.

Or this Conan themed Path created right here on Enworld

Path of the Survivor
In the wild, barbarians must be pragmatic and adaptable, or else be food for the carrion beasts. The most self-reliant of barbarians are sometimes said to follow the path of the survivor---although they themselves would likely scoff at labeling it a "path". In their eyes, theirs is the natural state of mortal races, and all other pursuits are civilized eccentricities. But those who would dismiss them as ignorant savages should beware, for every once in an age, these barbarians come to tread the jeweled thrones of the Earth beneath their sandaled feet.

Primal Hunt
Starting when you choose this path at 3rd level, you can connect with your primal instincts not only to unleash your rage, but also to reach a state of beastlike awareness and reflexes. Some barbarians call this state "the hunt." As a bonus action, if you are not already hunting or raging, you can expend a use of your rage to begin the hunt.

While on the hunt, you gain the following benefits if you aren't wearing heavy armor:

- You have advantage on Dexterity and Wisdom checks.

- Your jump distance is doubled.

- You can attempt to hide even when you are only lightly obscured.

- You can take the Dash, Dodge, or Hide action as a bonus action on your turn.

The hunt lasts for up to 1 hour. It ends early if you attack a creature or take damage. When it ends, you can use your reaction to enter a rage without expending another use of the feature. If you do, the first hit you score against a surprised creature during the rage is a critical hit.

When you gain this feature, you also gain an additional use of rage.

Survival Skills
Also at 3rd level, choose two of the following skills: Nature, Perception, Stealth, or Survival. You become proficient in the chosen skills.

Stronger than Steel
By 6th level, you have learned to rely only on your own strength, and to treat your gear as expendable. When you hit a creature with a melee weapon attack, you can strike with such force that you shatter the weapon. Roll two additional weapon damage dice (four if the attack is a critical hit) and add them to the damage.

You can also defend yourself with enough vigor to outmatch your own armor. When you are hit by an attack, you can shatter your armor or shield to turn the attack into a miss. If you would still take half damage or other reduced effect, you instead take no damage or effect.

Once you have shattered a weapon with this feature, you can't do so again until you finish a long rest (and, of course, re-armed yourself). You can likewise shatter only one suit of armor or shield before a long rest.

Enchanted items are normally too resilient to be broken by mortal strength. However, the DM may allow you to shatter a magic weapon or suit of armor for some appropriate---and spectacular---special effect.

Barbaric Prowess
Your many talents have been honed through constant exercise. Starting at 6th level, whenever you add your proficiency bonus to an ability check, increase that bonus by half.

These may or may not have similar themes, but mechanically have lots of differences. Similar to how those Fighter classes break down sometimes based on theme, but sometimes on mechanics like the Battlemaster/Champion/Brute
 


I love this wild barbarian. I've often tried to work out how a spellcasting barbarian might function and this is a really interesting take (though it doesn't actually cast any spells other than Detect Magic). I understand why some don't like the idea of it but I really love it. The uncontrollability is really my main issue with it but that probably makes it easier to play for someone who isn't trying to be a proper spellcaster and balances it a bit. Magic Reserves probably needs a caveat that you can't reduce the damage. (I'd also be down for the Angry Wizard mentioned earlier in the thread.)

I was less excited about the idea of the astral monk but after reading it seems really fun, cool, and fairly effective. I like it a good bit.
 

I believe a big issue is the "powers" of this Path are worded like a textbook. Instead of "you can cast detect magic" maybe...."your heightened senses during your rage allow you to innately feel the presence of magic around you (as the spell).

Yup no magic style specific to your class you must wave your hands and mumble in foreign languages and get out the bat guano if you use fire.
 

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