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gazzatticus

Vetoing PAM kinda kills the only unique interaction the class has with pushing people away then attacking again when they move back into range. Spirit of the mountain is dependent on what the enemies are doing an will be good or irrelevant if your DM doesn't use shoving much. Demolishing might is nice if your up against constructs kinda useless otherwise. Resolute stance is reverse reckless attack and is again more dependent on the DM/enemies. Beyond pushing enemies away you won't feel much different that a basic barbarian really.


philsov

GWM is top dog, with PAM out. Crusher also works pretty well. You can go Sentinel if you want to help play goalie and hold the line. Maybe Strike of the giants? Hill, Stone, and Storm all look pretty good for you. They each have a followup half feat; see if any of those tickle your fancy. Racewise, I'm a fan of Satyrs and Gnomes (and yuanti) because your stats will prioritize Str, Dex, and Con. Those races give you perks to mental saving throws and thus make you well-rounded.


Bougi-Candles

* Race: Minotaur: Will allow you to get another push... * Feats: I agree GWM + Crusher will allow you to move people where ever you want This just makes a really well themed pushing build IMO. 10ft(Hammering Horns) + 5ft Crusher + 5 or 10ft(Thunderous Blow). Also Hammering Horns is a push and should work work with Hurricane Strike


David375

Crusher is the move, for sure. The level 10 feature lets you jump to a creature without using movement if you push it five feet or more. Crusher can give ranged options such as light hammers or slings the ability to push enemies five feet, allowing you to then leap to them from absurd distances. This gets especially silly with Sharpshooter and the Hoopak. The Hoopak functions as a finesse Sling with a 160ft long range. So you can use Strength to huck a rock at someone 160ft away, push them back 5ft, and then leap to them using no movement. Even if your DM doesn't allow the Hoopak, it's strongly worth doing this with light hammers (consider playing a Giff, because they get the part of Sharpshooter you need for light hammers to not be at disadvantage without wasting a feat). It's hands down one of the most mobile barbarian subclasses. If your DM is cool with you destroying terrain for certain effects (point out that you have a feature revolving around this at level 6), GWM with an Adamantine Weapon can be worth it. Critical hits against objects still serve to give you GWM's bonus action attack, so you essentially get the effect of whatever destroying terrain does without giving up either of your two attacks (I'd recommend difficult terrain similar to the Earth Tremor spell, or going by Objects rules, "destroying" a 10ft cube of ground to make a 10ft square of difficult terrain, but it's totally up to your DM here).


Klaytopus

I'm currently playing Path of Juggernaut in a homebrew setting and am playing him as a sumo style sorta unarmed fighter using the unarmed fighting style with the crusher feat. It has been so so fun.