The controversial OGL 1.1 update for Dungeons and Dragons is causing quite a bit of strife online. Many have been pushing for creators such as Critical Role to let Hasbro and Wizards of the Coast know just how polarizing their decisions on the new edition could be.
If the OGL 1.1. the update does come to pass, likely, people will stubbornly stick to the 5e system due to the draconian measures being taken to prevent creativity from flourishing. After all, the only thing fans should be raging about is when they’re playing the Barbarian subclasses.
8 Storm Herald
In the devs’ attempts to add more magic to the Barbarian’s identity, Storm Herald was pitched, and it does sound good on paper. A towering warrior of muscle channeling the wrath of natural disasters sounds powerful. Unfortunately, it’s not that impressive in practice. The bonuses from Storm Aura are incredibly underwhelming.
Storm Soul gives hyper-specific resistances, which may not even come into play depending on the campaign. Shielding Storm does share this resistance to the aura, but it’s still no Paladin aura. Raging Storm, despite the impressive name, also offers features that most other subclasses can do much earlier. While Storm Herald doesn’t make Barbarian worse, it certainly doesn’t make it better.
7 Berserker
Most people would be tempted to go Berserker on their first run. After all, Barbarians are supposed to be frenzied warriors of blood and steel, like Guts from Berserk. For early to mid-game, Berserkers do shine. Dealing damage to upwards of 40 is impressive at those early stages. The exhaustion from Frenzy isn’t as detrimental, because battles aren’t usually frequent between long rests.
Mindless Rage also grants immunity to charm and fright, which is one of the more powerful 6th-level features among Barbarians. Intimidating Presence gives the ability to frighten foes, while Retaliation gives a reaction weapon attack. All these features are solid, but they are intrinsically tied to the fun-sapping exhaustion mechanic. The necessity for long rests and a good group makes Berserkers too inconsistent to be truly top-tier.
6 Battlerager
To start, Battleragers are strictly restricted to the stout but powerful Dwarves. That’s a pain for people who want to play other races. Battlerager armor gives the ability to use spiked armor. As a bonus action, Battleragers can attack with their armor, dealing 1d4 piercing damage. In addition, they deal an additional 3 piercing damage when they successfully grapple an opponent.
Reckless Abandon gives temporary HP every time a Battlerager uses Reckless Attack, increasing survivability. Charge gives a free bonus action dash, while Spiked Retribution deals 3-piercing damage to creatures that attack the Battlerager while they’re raging. None of Battlerager’s features are bad or inconsistent. They’re just underwhelming when compared to other subclasses.
5 Wild Magic
Speaking of inconsistency, Wild Magic is the Barbarian’s answer to their puny Sorcerer cousins. Magic Awareness is an amped-up version of Detect Magic (60 feet instead of 30 feet), likely because Barbarians have stronger noses. Wild Surge does not have the insane 100 choices that Wild Sorcerers have. Thankfully, they’re still plenty powerful, and best of all, none are detrimental.
Bolstering Magic is a sort of “mini” Bardic Inspiration that allows them to add a d3 roll to an attack, or regain a spell slot up to level 3 (depending on the roll). Unstable Backlash allows Barbarians to reroll Wild Magic as a reaction after taking damage or failing a saving throw. Lastly, a Controlled Surge gives more control over the Wild Magic table. Overall, a strong subclass whose inconsistencies are easily made up for.
4 Beast
Barbarians are often compared to beasts already anyway, so this is just going all the way. Think Wolverine from the X-Men. Form of the Beast grants the Barbarian a natural weapon of their choice, each with its unique effects. Bite heals equal to proficiency bonus (if they are less than half health). Claws provide an additional attack with the claws. The tail has the reach property and can be used to block attacks within 10 feet by providing a rolled d8 AC bonus.
Bestial Soul grants the magical property to the Beast’s natural weapon. In addition, they gain the ability to swim, climb or jump better (their choice) until the end of their next rest. Infectious Fury forces enemies to attack another creature or take a 2d12 psychic damage. Call of the Hunt grants the Beast temporary hitpoints upon raging (5 Temp HP for each “Hunt companion”). Chosen creatures gain an additional 1d6 damage on one of their attacks once per turn. All these combined make Beast a powerful Barbarian who benefits the party very well.
3 Zealot
The Zealot is a subclass that takes some time to get powerful, but once it does, they become unstoppable. Divine Fury grants a 1d6 + half the Barbarian level bonus radiant or necrotic damage to weapon attacks, making their attacks even more dangerous. Warrior of the Gods removes the material components needed to raise a Zealot back from the dead.
Fanatical Focus allows a free reroll on failed saving throws once per rage. Zealous Presence grants an advantage to allies on their attack rolls and saving throws until the start of the Zealot’s next turn. The most powerful feature, Rage Beyond Death, basically lets the Barbarian ignore dying altogether as long as they are raging, even if they fail death-saving throws. Zealots do not fear death because it is not the end for them. It is an inconvenience. The Doom Slayer would fit perfectly in this subclass.
2 Totem Warrior
Totem Warrior is the all-rounder Barbarian subclass, and the one most likely to be seen in any given party. Most people will pick Bear for their first Totem path because resistance to all damage except psychic is absurd. Still, the disadvantage on enemy attacks (Eagle), increased walking speed (Elk), big jumps (Tiger), and melee range advantage aura to allies (Wolf) is nothing to scoff at. Spirit Seeker allows them to ritual cast Beast Sense and Speak with Animals.
Aspect of the Beast grants more utilitarian features, best for traveling or ability checks. Spirit Walker allows Totem Warriors to ritual cast Commune with Nature. Totemic Attunement loops back to combat bonuses. Bear forces disadvantage on enemy attacks made within melee range, if the target is not the Barbarian. Eagle grants a flying speed (in short bursts), charge through enemies (Elk), additional attacks after a running start (Tiger), or knock prone with a bonus action after a successful melee weapon attack (Wolf). A bounty of choice with Totem Warrior, all of them powerful.
1 Ancestral Guardian
While Totem Barbarian is the best all-rounder class, and Zealot arguably has the highest consistent damage output, Ancestral Guardian is the king of tanking with a well-organized party. Ancestral Protectors summons spirits that hinder enemies struck by the Guardian’s first attack in a turn. While an enemy is affected, they have a disadvantage on attacks made against anybody but the Guardian. Even if they do hit, their damage is halved.
Spirit Shield grants supernatural shielding to another creature that takes damage from an attack and reduces it by 2d6 (with 1d6 added at the 10th and 14th levels). Consult the Spirits allows for the free casting of Augury or Clairvoyance once per rest. Lastly, Vengeful Ancestors deals force damage equal to the damage reduced by Spirit Shield. In essence, this subclass is a trolley problem for the enemy. Their choices are getting hit by angry muscular spirits, or the angry spirits’ muscular great, great, grandnephew.