

On the other hand, it might be taken into consideration for a DEX barbarian, though his wood relative is slightly better thanks to the +1 to WIS.ġ/5 Drow. 2 STR & +2 CON (!), Darkvision, Resistance/Advantage against poison and a bit of flavour: wonderful! The 25 ft of movement isn’t a big deal, as the class gains 10 ft of movement.Ģ/5 Wood Elf. Good only for a DEX Barbarian.ġ/5 High Elf. Useful in case of orophobia.ĥ/5 Mountain Dwarf. Decent scores together with all other dwarven features. Notably, this damage resistance also reduces physical damage from magical sources.Ĥ/5 Hill Dwarf. The feature the entire class design revolves around: bonus damage, resistance to physical damage, advantage to strength ability checks and saving throws. This feature allows you to do exactly that.ĥ/5 Rage. A Barbarian’s main job is to walk around exposing a hairy chest and smashing things. As for the more common: CON is extremely desirable, while DEX is partially covered by a class feature. STR is probably the most common of the “unlikely” saving throws. The Barbarian has access to every weapon imaginable, from greatsword to two-handed watering can.Ĥ/5 S aving throws: STR, CON. Useful until outscaled by Unarmored Defense, which requires some investment.ĥ/5 Proficiency in all weapons. The highest hit dice in the game is exclusive to the Barbarian, providing an excellent defensive base at any level.Ĥ/5 Proficiency in light armor, medium armor and shields. That said, if you were to cast this at the start of an encounter when you are presumably not yet wielding your weapon, you could first cast it using your free hand, then retrieve your weapon as part of your move action on your first turn.Disclaimer: Features from Tasha’s Cauldron of Everything (TCoE) are considered optionals, Use them at your DM’s discretion. Unfortunately this makes it so that you would not be able to use your weapon for attacks of opportunity while it is stowed between turns. On your next turn you could retrieve it, then attack. This means that while wielding your weapon, you can first stow it, then cast your spell. This can make spell casting a bit tricky in battle (for spells with an S component), however, as part of your movement action, you can either stow or retrieve an object (sadly not both). However, the rules governing the S component state that the caster must have free use of at least one hand to perform these gestures (see the rules for somatic components). around your neck, dangling from your wrist, affixed to your shield) then that takes care of the M component (see the rules for material components).

As long as your holy symbol (or other divine focus) is visible while you're wearing it (eg.
