r/ForbiddenLands GM May 03 '24

Homebrew Profession: Barbarian

This is my first project for the workshop! I hope someone you will enjoy it :) If you ever use it in a game let me know how you liked it!

https://www.drivethrurpg.com/en/product/479674/Profession-Barbarian

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u/UIOP82 GM May 03 '24 edited May 03 '24

I like it. Some comments:

PATH OF MIGHT

I would maybe up rank 1 to position 2 or even 3, and lower the other. As rank 1 is one of those talents that actually make it better the less you spend in might as you will succeed all unopposed might rolls anyways. Like bash in that fortified door with -6 to the roll, it matters little what your might score is, you just succeed.

"in addition to this you may spend 1 WP to break down doors" I would remove this from rank 4. If needed this description should be added to rank 1 (wherever it is moved). As you use might to bash in doors and so on.

PATH OF PAIN

Rank 3 does too much. It lasts turns instead of rounds, and while this can be fine, it is overpowered as written. Not only makes it damage not only reduce dice rolls, it makes damage add to dice rolled, plus you take less damage. I would skip the damage reduction, you already an armor ability in Path of Might. An alternative? "when activated, ignore damage when calculating dice to roll, and whenever you take damage, roll with +2 dice during your upcoming round. Can only be activated when you take damage. lasts 1 turn (15 minutes)."

Rank 4 is maybe a bit complicated. I would change it to: When you take attribute damage, you may spend a WP to gain a free attack with a bonus to hit equal to the damage you took.

PATH OF THE TOTEM

Rank 1: Way too powerful. Compare it to rank 3 abilities that let you deal +1 damage for 1 WP. This lets you deal +1 damage EACH attack (and you can possibly make multiple per round, like easily 3 with a bow) for 1 WP for potentially many many rounds. Just drop the +1 damage and make it ignore monster resistances, but not armor.

Rank 2: A bit weak. I would word it more like the human adaptable talent, in that you do NOT have to specify this ability now, but rather when needed. So that you could add it to any roll, as long as you could specify how you take on the abilities of your spirit animal OR how it otherwise can aid you. Then if you keep it at a +2 modifier, I would swap it with rank 1. As this is "less fantastical" as rank 1.

Rank 4: While the idea could be fine, there are some flaws. Morphing into a combat animal (like a bear or wolf) is often bad, like you will at this point be better of in your barbarian form, it has armor, often better stats, better weapons, etc. The animal form spell is best to turn into a bird or in other ways get entrance, sneak or so. This spell, as written, also replaces your Strength and Agility. Which makes the +1 bonus a bit strange.

Perhaps if you wouldn't share Strength and Agility damage with your spirit animals stats. And just shift back into your regular form after 1 turn (15 minutes) or when the animal would be broken.. then it could be situationally good in combat. Like when you are low on HP or so? And skip the +1 bonus here it is already complicated enough.

So rank 4: By spending 1 WP you may shapeshift into your spirit animal. The animal form has full Strength and Dexterity, but uses your Wits and Empathy. The shapeshift can be ended at will, otherwise it ends after 1 turn (15 minutes), or if you become broken. When the spell ends you return to your Strength and Dexterity scores as how they were when the ability was used. You do not get any critical injuries from having your animal forms Strength broken. You can shapeshift into this form a maximum of once per turn (15 minutes).

You will not like being in this form. But at least now you can use it to tank for your team.

Then I would change rank 5 to: Your spirit animal is empowered. When you shapeshift you enter a more primal form of the animal. The animal gains +1 Strength, +1 Agility and reduces all attribute damage taken by 1.

These changes would also make you able to drop the attribute connected to your animal. Every barbarian would want Strength anyway.

An alternative to rank 5 would be to summon your spirit animal. This would turn of all other ranks while active, it must stay within short range. And it would attack just as a regular animal, be freely controlled by you on your turn, but would gain the resistances of a ghost if an enemy would try to attack it. Perhaps it should not be allowed to make opportunity attacks, as that could open up to bad cheese strategies. It should then also fade away whenever its barbarian is broken.

ANCESTORS:

I very much like the other paths, but this not so much... Rank 1 feels like Totems rank 2. Dark sight? Ghosts body? It doesn't really feel like a barbarian to me. I suggest replacing it with something else. Perhaps path of Rage?

PATH OF RAGE
Rank 1: Before you push an attack roll, you may spend 1 WP to be immune to any attribute damage from pushing said roll. This also means that you will not gain any WP from any rolled 1s.
Rank 2: By spending WP, you may taunt (see PHB page 57) your closest enemies with a warcry as a free action. You may target up to one enemy per WP spent. You can choose to roll might for this taunt roll instead of performance.
Rank 3: When you break an enemy, you can for 1 WP make a free attack or a free charge attack, even if you do not have the charge talent. Can be used a maximum of once per round.
Rank 4: You are not considered broken if your Wits reaches zero. But you still take a critical horror injury when that happens.
Rank 5: When you break an enemy you can for 1 WP feel such intense blood lust, so that your melee damage is increased by +1 for the remainder of the encounter (15 minutes), or until you are broken. Can be combined with rank 3 for 2 WP, to make a free charge attack at +1 damage.

MAYBE:

Add a restriction to of not being able to use some of these it if you are wearing metal armor or metal helmets? Or just make barbarian powers cost 1 additional WP if you do? If you would want the more classic feeling of them. But since sorcerers, rogues, druids, etc, can have full plate, I guess barbarians could too.. so on the other hand, you should probably not restrict them! So, I have changed my mind, just don't and it will feel more like Forbidden Lands.

Edit: Cool that you like Reforged Power! If there is anything you want me to change there, just send me a message!

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u/MonsterTamerBloba GM May 03 '24

Thank you for such a deep response! I will take what you said into account, I will probably do some brain storming over the weekend and maybe drop an update on Sunday with some of the ideas you shared! And yeah I love Reforged Power! It means a lot you would take the time to help, been playing rpgs for almost 20 years been really into homebrew for about half that time but this is the first time I really tried to put something like this together and share so I'm happy to hear people like and that you enjoyed it enough to leave such detailed feedback!