First things first, I love that you're doing D&D content. It's interesting to see your design idea outside of video games. With that being said, this subclass could use some serious workshopping. It's pretty underpowered. The third level ability is what is usually referred to as a ribbon, something that adds to the fantasy of the character without a mechanical bonus. Due to the lack of meaningful difference between weapons, the ability to switch between them is not valuable. The only thing it adds is an extended range, which is fine, but very underwhelming for the entirety of a third-level feature. Now I'm not saying it sucks because it doesn't do more damage or anything (that's something the base barbarian class has covered pretty well), but it should do more. I understand that you don't want it to be the Venom Subclass, so giving it web-slinging abilities is off the table. I feel you could lean into the idea of having a second consciousness with you. The level 6 and 10 abilities are mostly fine. I would recommend for the 6th level ability making it a bonus such as your Constitution Modifier instead of advantage since Barbarians tend to lack too much in those stats for advantage to make up for it. I also think you could push the class and simply make it any ability check, attack roll, or saving throw, again leaning into the idea of you having a second consciousness. I know that sounds strong but I sincerely believe on a class like Barbarian it is not that big of a deal. The 14th level ability needs a touch-up or two. There should be an option to let the symbiote take control as part of the bonus action to enter a rage. Also, player characters can already grab two creatures, one with each hand, so how that part works is completely unclear. I hope this didn't come off as condescending or anything and that you found it helpful.
Thank you so much for the response! I’m still getting the hang of homebrew, so I really appreciate the advice. I think maybe I was too worried about making it overpowered and went to far in the other direction
I definitely love how it’s not overpowered, doesn’t make me feel like I’m playing a god (because that’s just not fun for anyone else in the party) but I did add more movement to my 3rd almost similar to a rogues movement but I also buffed up the unarmed strike by using claws and the frenzy attack by allowing 2 bonus attack’s instead of one but I love everything else. I’d love to see more content like this in the future
First things first, I love that you're doing D&D content. It's interesting to see your design idea outside of video games. With that being said, this subclass could use some serious workshopping. It's pretty underpowered. The third level ability is what is usually referred to as a ribbon, something that adds to the fantasy of the character without a mechanical bonus. Due to the lack of meaningful difference between weapons, the ability to switch between them is not valuable. The only thing it adds is an extended range, which is fine, but very underwhelming for the entirety of a third-level feature. Now I'm not saying it sucks because it doesn't do more damage or anything (that's something the base barbarian class has covered pretty well), but it should do more. I understand that you don't want it to be the Venom Subclass, so giving it web-slinging abilities is off the table. I feel you could lean into the idea of having a second consciousness with you.
The level 6 and 10 abilities are mostly fine. I would recommend for the 6th level ability making it a bonus such as your Constitution Modifier instead of advantage since Barbarians tend to lack too much in those stats for advantage to make up for it. I also think you could push the class and simply make it any ability check, attack roll, or saving throw, again leaning into the idea of you having a second consciousness. I know that sounds strong but I sincerely believe on a class like Barbarian it is not that big of a deal.
The 14th level ability needs a touch-up or two. There should be an option to let the symbiote take control as part of the bonus action to enter a rage. Also, player characters can already grab two creatures, one with each hand, so how that part works is completely unclear.
I hope this didn't come off as condescending or anything and that you found it helpful.
Thank you so much for the response! I’m still getting the hang of homebrew, so I really appreciate the advice. I think maybe I was too worried about making it overpowered and went to far in the other direction
Loved the video! Hoping for more with the series :) I am a big D&D fan myself ;)
I definitely love how it’s not overpowered, doesn’t make me feel like I’m playing a god (because that’s just not fun for anyone else in the party) but I did add more movement to my 3rd almost similar to a rogues movement but I also buffed up the unarmed strike by using claws and the frenzy attack by allowing 2 bonus attack’s instead of one but I love everything else. I’d love to see more content like this in the future