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this post was submitted on 25 May 2025
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DnD Homebrew
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Ah, my apology, I somehow missed that the character in question is a Zealot Barbarian. I agree with you that the increased damage output is hardly needed, especially at lower levels.
First of all, I would suggest avoiding the multiple thresholds and only sticking to the 50% one (if you're playing the 2024 edition, it's codified in the game as the Bloodied condition). The math is easier, and I can guarantee you that the player will forget to change the damage calculations at different thresholds.
Second, have you talked with your player about this? Because it's a clear downgrade of the original feature, and they may not like it. As a DM, I would generally avoid altering a player's features in such a way. I think the player would feel a lot better if they gained those features, instead of having them forced on them by replacing existing features that they actually chose (especialy because the subclass is, like, the only meaningful choice the player does at character creation).
For example, the extra damage at lower health can and should be achieved by giving the character a Bloodrage Greataxe. It's an uncommon item that the Barbarian should be able to loot or buy in the first tier of play (1-4).
The same can be said about the Interpose feature: either allow the Barbarian to gain it as a magic item, or by paying a combat teacher, giving them a way to spend their hard-earned money. I would suggest handing one feature at the lowest tier, and the other with the second tier of play (5-10).
This will increase the overall power of the character, of course, so the usual suggestions apply: (1) handle wondrous items and other power ups equally to all party members. It doesn't need to happen in the same session, but if a character gains an item, it's a fair expectation that the others should also gain one during the same tier of play. (2) As the power level increases, consider treating your party as 1-3 levels above their actual level for the purpose of balancing encounters.
About wondrous items, RpgBot has a useful guide. Please keep in mind that they are suggestions and you, as the DM, are the sole arbiter of your campaign. You can grant your players as many (or as little) magic items as you want, but generally speaking, they are cool and make players happy, so don't refrain too much from distributing them! Just do so in a manner that's fair to all participants and balanced with the difficulty curve of your encounters.
Again, great points and thank you! I have not talked to the player yet; I wanted to have some suggestions first.
I think I'll skip the Devine Fury replacement and propose the magic axe and interpose feature. I believe it makes for more interesting combat scenarios than just "keep smashing untill they stop moving".
This is a good one! Will remember this with future encounters.
If you need any more advice, just hit me up :)