Hello out there internet people, it’s me Slick Dungeon. I’m back to review the third film from my film challenge for this month. This is the third movie in a row I have watched from director Alfred Hitchcock. If you want to play along with the film challenge you can find it here.
There are going to be a few spoilers below so be forewarned.
Secret Agent is a film from 1936 that stars Madeleine Carrol, Peter Lorre and John Gielgud. It’s about a soldier who has returned home only find out that his obituary is all over the newspapers. The reason? England needs him to spy on and kill a German spy so that the war effort can succeed. He agrees to the task and sets off to complete his mission. He is surprised when he gets to his destination to find out the war office has assigned a female spy to pose as his wife. The soldier, his wife and a Mexican general played by Peter Lorre all have to find the spy and finish him off. The catch? The female spy falls for the soldier for real and doesn’t want him to murder anyone.
The premise sets up a complicated moral dilemma that is interesting to watch play out. Does the soldier save thousands of lives for his country or does he lose the woman he loves? As always, Peter Lorre, is fascinating on screen and makes the film much more enjoyable to watch.
This is one of Hitchock’s earlier works but it’s the kind of film he would go on to make over and over again. It’s great fun and I would recommend watching it if you have not. It’s not the best Hitchcock movie ever made but it is still very good.
If you haven’t seen this one put it on your to watch list, you’ll thank me.
Hey everyone, it’s me Slick Dungeon back to review another movie for my film challenge. Don’t know about my film challenge? Get the details here. This month I am watching three films by the same director. Today, I am reviewing Rich and Strange directed by Alfred Hitchcock. It is also known as East of Shanghai.
The film is from 1931 so some of the techniques and themes are a bit old fashioned. There is still ample use of text cards despite the fact that this is a film with sound and dialogue. I wouldn’t consider this by any means one of the best of Hitchcock’s films and apparently audiences of the day were not too keen on it either as it was somewhat of a flop.
I would be derelict in my duty if I did not warn you that there will be spoilers ahead but this has been around since 1931 so you have probably had time to watch it since it was released.
The movie centers around a couple named Fred and Emily Hill. The two have been married to one another for the past eight years. Fred is bored with his life and wishes he had more money. Emily is relatively happy but would, of course, like to see more of the world.
Their wishes are granted when they receive a letter from a relative who wants to give Fred an advance on his inheritance so he can enjoy himself now, rather than wait until sometime in the future. Suddenly the couple have some money and they decide they want to go on a cruise to “the Orient”. That’s the film’s term, not mine, just fyi.
As soon as they set out Fred becomes seasick. He is stuck in bed for days on end and Emily makes a friend in a Commander Gordon, who anyone can see would be a better romantic fit for her than her husband. They flirt a bit and get to know one another but don’t go too far with it.
As soon as Fred is up and about again, he falls head over heels for a “princess” who happens to be on board. It’s pretty obvious she is just after some cash but Fred doesn’t see it that way.
The film chugs along with our opposing romantic partners, all the while forgiving Fred for his indiscretions, but essentially punishing Emily for hers despite the fact that a. she actually loves the man she is getting to know and b. she doesn’t take it anywhere near as far as Fred does. If you think I am exaggerating, here is a quote from the movie,”If a woman can’t hold her man, there is no reason why he should take the blame.” This is said to Fred by the “princess” who is just after his money but it’s hard not to get the impression that the whole film believes this.
The princess makes off with Fred’s money and he and Emily become stranded. They have to rent a much cheaper boat to return home. That boat has some sort of off screen accident and Fred and Emily are locked in their cabin to work out their differences.
Another boat passes by after Fred and Emily are able to escape their cabin and they get on that one. They make some really cringy racist remarks towards the people on that boat who happen to be Chinese and then make it home where I assume Emily is stuck to suffer through Fred’s inevitable future affairs and never be allowed to love for herself again.
There are a few sort of funny moments in the film but most of what makes this interesting at all is that it is a Hitchcock film that is not a suspense or thriller film. It’s kind of a film oddity but unless you are a Hitchcock completist or really love romance films from the early era of film making, I would say this is skippable.
For my third Hitchcock film I will be reviewing Secret Agent so be sure to come back to check that out.
Hello dungeon creatures and crawlers, it’s me Slick Dungeon. Guess what? The second issue of the super awesome Dungeons & Dragons magazine Arcadia by MCDM is out! I took a look at all the articles and want to give you my hot takes so far. If you don’t know what Arcadia is and you want to learn more about it before reading about issue #2 check out my post here.
Even more exciting is that this magazine seems like it has the green light to go through issue #6 so there is going to be a lot of 5th edition goodness you can get your hands on. Matt Coleville summarizes what is in the issue in the video below. The release schedule does still seem to be tentative so I can’t say when issue #3 will be available but if they stick to the schedule it should be sometime in March.
I also want to reiterate that I have no association with MCDM in any way whatsoever, I just think that their products are top notch and worth every penny if you love playing Dungeons & Dragons 5th edition. That being said, if you want to pick up the first or second issue of Arcadia you can do it here. If you buy them both you can get them discounted as a bundle.
Alright, enough about me telling you how to buy the awesome stuff, let me review the awesome stuff. Once again, there will be some spoilers as to what is in the issue but I won’t give too much away. To get the full story you definitely need to buy the magazine. Also like last time I will give each article a grade.
I can’t review this magazine without mentioning the artwork. For the second time in a row, the artists have blown me away with their handiwork. The creatures depicted are cool and weird and all of the artwork is evocative and interesting. As if that were not enough, the adventure that is included in the magazine has useable maps for Dungeon Masters to use in their game. This month I am giving the artwork an A+ again.
Article #1 – Subclasses of the Season
Have you ever wanted to play a character who had a subclass based on a season? Well, now you can. There are four subclasses for four different spellcasting classes. There is a winter themed subclass for wizards, a spring themed subclass for bards, a summer themed subclass for sorcerers and an autumn themed subclass for warlocks.
You’ll have to excuse me a little bit on judging these because I tend to be the DM more than the player and I tend to play a barbarian or druid so I can’t say with certainty how awesome these would be for players.
I found the winter subclass to be the least interesting because it seems to mostly rely on using rest time or downtime for the bonuses to work. That’s going to be somewhat dependent on how your Dungeon Master deals with short and long rests. It’s still a really cool idea, it just excited me the least of the four.
On the other hand, the autumn subclass for warlocks seemed amazing to me. I have never really wanted to be a warlock but I might reconsider that with this.
Now, because there are four different subclasses for four different spell casting classes this could be a little hit and miss. Some people are going to love one subclass more than another and if you love the subclass but you really don’t want to play a bard, that makes it a little difficult to give this an A.
Still, the variety here is fun and I am sure a lot of people are going to find something they do love here so I give this article a B+.
Article #2 – The Periodic Table of Elementals
Let me start objectively and without bias here. I freaking love this! As a dungeon master, I have had the experience of running a campaign with lots of elementals in it and they tend to get repetitive. While you can come up with creative ways to use them, at a certain point, the players know what’s coming and tend to be able to strategize well enough that elementals, which should be challenging, are a bit of a walk in the park. Not anymore.
Author Mackenzie De Armas has come up with what are called Nova elementals. These are elementals based on things other than just fire, earth, air and water. Things like lithium and potassium combine to make an elemental called a Comburo, precious metals like gold and copper make up what is called a Conducere elemental, and there are two others that I will just let you buy the magazine to know more about.
As cool as those are on their own, and they are cool, that’s not even my favorite part of this article! This article has alternate rules that allow the elementals to work together, powering one another in varying ways, that is just amazing. If your players have confronted elementals over and over again, they are not going to see this coming at all. I think it will make for a more interesting scenario for both the dungeon master and the players if you use this.
The price tag for this magazine is worth this article alone so I give this one an A+.
Article #2 – The Well of the Lost Gods
The Well of the Lost Gods is an adventure scenario for 4-5 players at 8th level. Much like the adventure scenario in the first issue of Arcadia this scenario is a combination of magic and a bit of technology. I think it would be best suited for a setting like Ravnica or maybe Eberron but since there is a dimensional portal in it, you could literally drop this anywhere in your game. It’s got two full maps with an interesting set up and both would make for a good dungeon crawl. There is also a bit of a hook to get started although, depending on your campaign, you might need to make adjustments so it doesn’t seem too forced for the characters to investigate.
The scenario includes two NPC’s you can play and has six new monster stat blocks. While I wish there were illustrations for all the new monsters, you can only pack so much amazing art into one issue. They do have one illustration for a CR 10 monster that is sure to leave players gasping when the Dungeon Master reveals it.
The adventure itself is more complex than the one in the last issue but since both have to do with technology and magic, I could easily see the two being tied together to make more of a campaign. I will say that the adventure seems potentially deadly but then again, what’s the fun in having no chance of death in Dungeons & Dragons? Do take caution before you use it n your game though to make sure your players could be a match for it.
For this article I am giving it an A. I would have bumped it to an A+ if there were more images to go with the stat blocks but it’s easily worth a read and I definitely want to build a campaign around this.
Once again this issue has impressed me. The quality did not degrade from the last issue in any way. And while I can’t say that this issue is better than the first, that’s because the first issue was so incredibly good. To have matched the quality is quite the feat here and if this continues, this is going on my must purchase list, with the hope that someday MCDM would put out a full hardcover anthology book that I would gladly pass my money over for.
For now at $7 an issue, it’s a steal. And if you bundle the two for $12 that’s an even better deal. If you love D&D, I am here to tell you, you gotta get this, it’s great.
Hey out there all you people hidden by the fog, it’s me Slick Dungeon. I have a film challenge for the year going and this month I am trying to watch and review three films by the same director. After debating about what director I should watch, I realized there is only one absolute master director and his name was Alfred Hitchcock. I’ve seen all of his most famous films but I must admit I haven’t seen a lot of his very early work. Well, his early work that survived anyway. The man was prolific. The first one I could get my hands on was The Lodger: A Story of the London Fog. It’s also just known as The Lodger depending on what continent you live on but either way it is a Hitchcock film and you can see his fingerprints all over it.
I’m not sure if this is needed considering the film is from the 1920’s but there will be some mild spoilers ahead. If you can’t stand someone talking about the most basic plot elements of a silent film that is nearly a hundred years old turn back now. You can always read this after you catch up on pre-depression era films.
The Lodger is a silent film from 1927 directed by the master of suspense himself, Alfred Hitchcock. In the streets of London in the late night fog every Tuesday a murderer has struck. The killer has gone on a streak of murders, specifically targeting young women with blonde, curly hair. The film centers on a small inn where there are rooms to let. The family has a daughter named Daisy who happens to have blonde, curly hair. They also have a good friend who is a policeman interested in Daisy in a romantic sense. Joe, the police man, is determined to catch the killer and then sweep Daisy off her feet.
Everything is fine until a mysterious stranger shows up to rent the room. He’s got more cash than most, seems a bit odd about the pictures in the room he is renting and locks a bag up in a dresser. The remainder of the film is a guessing game. Is the lodger the killer who is doing suspicious things to hide his guilt or is he an innocent man who just looks guilty? To get the answer you’ll have to watch the film.
One thing I will say is that even in a silent, black and white film, Hitchcock knows exactly how to build suspense. He’s probably one of the few early directors who can make a game of chess look utterly menacing. He knows how long to hold the camera on a subject’s face so that we think we know but aren’t quite sure what they are thinking.
In the era this was made I would think this would be considered masterful filmmaking. For modern audiences it is going to be easier to catch on to what is happening but that doesn’t make this any less important to film history.
If you are a fan of suspense, or Hitchcock himself, and don’t mind silent films this is worth watching. It does run a bit on the long side for these types of films and it still has the sort of strange shots where people are talking but we have no idea what is said that was common in silent film. There are plenty of text cards to tell us what is being said, more or less. You’ll be able to glean the plot just fine assuming you are able to sit through a silent film.
If you want to watch The Lodger it’s streaming on HBO Max at the moment.
The next one I will be watching for my challenge is Rich and Strange from 1931. It’s billed as a romance so that should be interesting.
If you want to participate in my film challenge you can get all the details in this post.
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Hey everyone, it’s me Slick Dungeon back to review another film in the Saw franchise. The sequel is back with some surprises and plenty of gore once again.
That’s right, the world’s most deadly escape room host, Jigsaw, is back and he wants to play a game. If you find yourself waking up in one of his cleverly engineered scenarios, it’s a good bet you are in trouble and you darn well better play by the rules if you want to win. And survive.
The huge reveal and surprise at the end of the first film is nearly impossible to beat. I didn’t expect a surprise as large as that one in the sequel and I saw one of the twists coming from a mile away. But, the movie still contained enough surprises and interesting death traps to be worth a watch. And there was at least one twist I simply did not see coming although in retrospect, it probably should have been obvious. I think the original is superior in most aspects although, I thought that the performance of Donnie Wahlberg was really solid in this. I liked how the series expanded out a bit too, having a full police force trying to catch the guy before more innocent people die.
The majority of the film has Jigsaw face to face with a police officer who is trying to save his son. I don’t want to give away much more than that because these films are all about the plot twists and I would hate to ruin that for anyone. It did make me wonder for most of the film how in the world the killer might escape to continue the series and by the end the film delivers a satisfying answer to it.
Some of the film felt a bit formulaic already because we had seen it the first time around. There were layers to it though and we get a little more background on who Jigsaw is and what he is all about.
It’s also still full of gorey and bloody imagery and there is one scene that I think will stay in my head for months. I don’t want to spoil anything but if you say the words syringe pit to me, I am going to shudder with horror.
While I am giving this film the same star rating as I did Saw if I had to choose one over the other, I prefer the original. I think both films are clever and if you are a horror fan, I do think this is a series you should explore. They both surprise and horrify enough to keep the viewer’s interest if you have a strong stomach. The original just feels a touch more… original. I’m looking forward to seeing where they take it from here but I have my doubts they will be able to outdo the original. However, they sure have surprised me more than once in this series so who knows?
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
If you are a book reviewer and want to contribute reviews on Reedsy Discovery, click here.
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Former LAPD officer and recovering alcoholic, Danny Etter, has been working hard to redeem himself. His marriage is barely hanging on by a string, and he knows if he slips up again, it could mean saying goodbye to his wife and the kids.
When Maria and the kids take off to Lake Tahoe for a vacation, Danny expects life to be pretty uneventful as he stays back in Orange County to work. As Danny continues therapy and AA meetings, he is on the road to redemption. Unfortunately, that couldn’t be further from the truth as a pandemic begins to unhinge the world around him. Danny is left fighting for his life to get back to his family.
Danny Etter wants to be a good man, husband, and father. He is having trouble in his marriage and his wife has taken their kids away for a vacation. Danny is a recovering alcoholic and realizes he is one mistake away from losing everything he cares most about. He figures that he can work on his situation while his family is away and can become the man that they need him to be. Unfortunately for Danny, the world is descending into chaos all around him. There is a sickness that is spreading which causes people to become violent and do unspeakable things that are far out of their typical character. As an ex-police officer, Danny sees the signs of trouble early on. Now it is going to take all his skill, resources, and teamwork with his friends to make it out of Orange County and to Lake Tahoe where his family went. He can only hope that he can make it there in one piece and that his family will stay safe until he gets there.
REM isfull of action and the creatures in the story are an interesting take on vicious zombie-like creatures. The reader cheers for Danny to find his family and for him to overcome his addictions. While not a completely original take on a post-apocalyptic story, there are moments that surprise. There are also times at which the story feels somewhat repetitive but overall holds interest, especially for fans of horror who don’t mind a bit of blood and gore.
Fans of stories like The Stand, The Walking Dead, or Cell will most likely enjoy the book. While REM is a single, contained story, the author does have plans to expand it into a series and it will be interesting to see where it goes after the first volume. If you are looking for a book about the end of the world and can handle some pretty strong violence and blood, REM is worth a read.
Howdy folks! Slick Dungeon here and I play a lot of Dungeons & Dragons. I have had conversations that have lasted for hours just on the topic. One thing I don’t see a lot of are guides or suggestions for how to play this game with kids. I’ve run into parents who have children who want to play but the parents are too intimidated to give it a try. To help solve that problem, I came up with a few rules and I want to give those rules to you for… absolutely free!
If this sounds like something you might be interested in just download the free 18 page PDF below. If you like it, consider signing up for my mailing list. If you hate my tips, you can always unsubscribe. You don’t have to sign up to the mailing list to get the PDF but if you do, it will put a swing in my step and a shine on my top hat!
Happy gaming everyone!
Here’s the PDF:
Hey out there all you dungeon crawlers, it’s me, Slick Dungeon. I’m back to review the start of a horror franchise that I never watched before. This time I am reviewing Saw.
Saw is one of those horror movies that is legendary for being talked about as being highly disturbing. It’s got a bunch of sequels and has made a boat load of money so it clearly caught on with a particular audience. It’s also known for having a ton of gore in it and creative death traps that ensnare victims who have to make terrible choices in order to survive.
This is one of those series that I meant to get around to as a horror fan but just haven’t found the time. I watched the first installment and there is plenty to like but there are also some flaws here. I am going to give mild spoilers for the movie so be forewarned.
The movie starts with a pair of men in a grungy bathroom chained to pipes on the wall. They’re obviously in a dire situation and their lives are threatened. The film develops mostly through these two characters talking to each other about who they are and how they think they go there. They also try to work together on occasion to try to escape. The whole time this is going on, they find little clues that might give them an idea of who kidnapped them but it’s vague enough to keep them off balance. And the audience is welcome to speculate the whole time on who might really be behind the action, including the men chained in the room.
The whole movie plays out like an escape room scenario where if the characters can “win” the game, they may get to live. It’s a pretty sick and twisted idea and it works well as far as horror goes.
I think the thing that surprised me the most, however, was the casting. I had no idea that Cary Elwes, Danny Glover and Michael Emerson were in this. I thought it was so low budget that it didn’t have any star power at all.
Everyone here puts in a decent enough performance but there are some plot holes. The one that really gets me is that one of the characters starts underwater in a bathtub. It’s a cool and horrifying start to the film but on a practical level, how did the kidnapper know that character wouldn’t just drown and then there would be no movie?
There are a few other plot holes that I spotted but I don’t want to go into them because I will say that the end surprised me. I did not expect it and although it was surprising, I’m not sure that it made for a better movie. I respect what the filmmakers were going for but there are some logic problems with it.
While the premise is inventive, and there is plenty of gore in it, I feel like some of this could be executed (pun intended) better as far as filmmaking goes. I liked it enough that I will continue watching the series because I am curious what they come up with for the franchise but this series is not going to replace any of my top five horror franchises unless they really step up the game in the sequels.
One thing I will commend the filmmaker with though–that puppet is really creepy and they used it well!
If you have watched this, what did you think? Was it clever or contrived? Let me know in the comments.
Note: this review was first posted on Reedsy Discovery, an awesome website that pairs independent authors and readers. To see the post there, click here.
If you are a book reviewer and want to contribute reviews on Reedsy Discovery, click here.
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Year 2217. Earth’s biosphere is dying, Mars’s terraforming projects are in ruin, resource wars are brewing, and even the voidoids—eerie portals into nearby star systems—have failed to yield new Earth-like worlds. But that’s about to change with the miraculous discovery in the Chara system. United Earth Domain and the Allied Republics of Mars, rival powers within Bound Space, each want it for themselves, and a cataclysmic war is about to erupt.
Aiden Macallan, Terra Corp’s planetary geologist aboard the survey ship Argo, a man with a troubled past, finds himself pulled into the center of the conflict and into the heart of a profound mystery where the key to humanity’s future lies hidden. To find it, he must trek alone across a living landscape, guided only by a recurring dream that grows more real—and more deeply personal—with each step. It’s the only way to save an extraordinary world from certain destruction and to give the human race its last chance for survival.
It’s the year 2217 and humanity is almost out of chances. Earth is dying and while there are colonies on other planets, humans have yet to find a planet as habitable as their own home. However, the discovery of what may be a suitable, Earth-like planet may change everything. As governments, scientists, and private companies all vying for the first stakes in the planet collide, Aidan Macallan finds himself wrapped up in the center of things, perhaps the only person in a position to understand the new planet and with the ability to avoid a war that would lead to the utter destruction of all of humankind.
Reminiscent of the likes of Arthur C. Clarke, Through a Forest of Stars, takes the reader on a journey into the future based on sound scientific principles. There are several competing interests who all want to be the first to understand, and in some cases possess, the resources on a newly discovered planet. What this planet is and just how similar to Earth it is, remains in question. Aidan works on a survey team and is used to the isolation of space but this new planet is something else entirely. When he becomes the first human with the chance to experience and understand it, he is going to need all the help he can get. Unfortunately, he is cut off from most contact, other than with the Artificial Intelligence that helps him to run his ship.
The book is fascinating and holds the reader’s interest, although there are times when the science can be a bit overwhelming. If you are a fan of hard science fiction though, this will not bother you. The cosmic politics involved in the competing interests for the planet are well developed and complex and add urgency to the story. The fantastical is here as well, as Aidan is guided by recurring dreams and nightmares that seem to be urging him to act before it is too late.
If you love space fiction, especially with a good dose of science in it, this book is well worth reading. If you love Arthur C. Clarke or To Be Taught if Fortunate by Becky Chambers, you should add Through a Forest of Stars to your read list.
Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kids, why playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple rules, went through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling, role playing a human, role playing a dragon born, role playing a gnome, role playing a half-elf, role playing a half-orc, role playing a Tiefling. and talked about Class. Today we are going to talk about playing as a Barbarian.
Oil your muscles up, do a few stretches and get ready to let the fury of your rage loose upon the world. You are a barbarian. You might not have those fancy spells that go flying around the battlefield all the time but that’s fine, you don’t need them. You just need a handy melee weapon, the strength of your rage and something to hit!
I love playing a barbarian and there are tons of examples from literature and popular entertainment you can base this character upon. Barbarians also get some pretty neat class skills which can be quite fun to play.
When I think of barbarians one that I think most kids could understand and relate to would the The Incredible Hulk. While a Dungeons & Dragons character is not likely to go from academic scientist to raging gamma monster (although that would be possible in certain settings) the way that Hulk rages is very much like what a barbarian does. When Hulk gets angry, he hits harder than anyone else. Yet, even in his state of rage, he is usually aware enough to protect his friends and only go after bad guys. Sure, he does a lot of structural damage but he isn’t known to be a killer (at least not in my favorite interpretations of him).
His anger is often misunderstood and it can be a frightening sight to see even for his friends but ultimately, they are glad he is on their side. Also, when Hulk is angry its harder to hurt him. The blows glance off him for the most part unless you happen to be a god of thunder.
However, this rage can only last so long and after a while Hulk will wear himself out, especially if he runs out of stuff to hit.
Another model of barbarianism I think of is Conan the Barbarian because, well, it’s in the name. If you read some Conan stories though, it’s pretty obvious he may not be the best role model for children. There are some good qualities a kid playing a barbarian can adapt from Conan though. He never gives up on a fight and he will not abandon his friends no matter what the odds are. He’s a bit self centered and will take as much treasure as he can get his hands on but he’s not so greedy that he won’t share fairly in the spoils. And Conan, unlike the Hulk, is able to keep his head (literally and figuratively) not only in a fight but usually in a social situation. He respects magic while not using it and really only cares what someone else believes when it becomes a problem for him or anyone innocent around him.
I would be remiss if I didn’t mention the female version of Conan, Red Sonja. She’s a little less hot tempered than Conan and she had a very rough childhood where she had to learn to fend for herself, a child whose teacher was nature itself. She learned her lessons well and is one of the few people who can easily keep up with Conan. I actually think she might be a better role model for kids than Conan but she still went through some things that you might want to wait until your kids are older to explain. She has boundless courage and is always ready to lend a helping hand to those in need. She is somehow stealthy despite her shock of red hair that you would think could be seen by just about anyone. Her choice of battle gear is a bit… exposed, let’s say. It does leave her flexible though and as a barbarian you don’t want to be clunking around although, it would be wise to get yourself a shield from your closest merchant.
Barbarians tend to live for danger and are willing to take risks for themselves, especially if their actions might protect those they care about. There are all kinds of barbarians though and they often come in surprising packages. Being a barbarian isn’t about how big you are but about how bold you are. Halflings and dwarves make barbarians just as well as elves and goliaths do.
It can also be fun to play a barbarian a little against type. There’s no reason a barbarian can’t be smart or kind or even reluctant to get into battle. the one thing that should be consistent with barbarians is that once they are in battle, they revel in it, almost to the point where they are blind with rage but very effective up close.
So, now that I have given you some barbarian examples, how does one make a barbarian? Let’s take a look at what the basic rules have to tell us shall we?
Creating a Barbarian
When you first play Dungeons & Dragons with kids and the basic rules tell you what to use for a quick build I would say it’s probably best to start there. It’s the least amount of poring over and trying to figure out stats you can do and since this part was written by the game designers you tend to get a fairly balanced class out of it. The one place you might change is in the suggested backgrounds. I feel like the backgrounds are more a role playing choice than a mechanic (although they have that too) and thus should be left up to the kid playing. Also, for those who don’t know, when I talk about “mechanics” I just mean how the rules operate, usually with some number crunching involved.
What do the basic rules suggest we do with our barbarian?
For this class the rules recommend putting your highest ability score in Strength, followed by Constitution. This makes sense because as a barbarian your weapon attacks are going to use strength, your rage gives you some bonuses to your strength. You also want high constitution because this is how healthy you are and since you are likely to get bashed around plenty, you want to have enough hit points that you aren’t getting knocked out ever other round in combat.
Second they recommend the Outlander background. In a later series of posts I will go more into each background but I will say that Outlander can be a great choice for a barbarian but it is not the only choice. I have played a barbarian with the folklore background and that worked out very well for me. I also think that if you made a few adjustments a barbarian could be a noble. Sure, she might not come from a fancy castle and want to pay for the most luxurious accommodations every night but there’s no reason they can’t be the leader of their tribe or a proud noble of a people who shun the niceties of civilization.
There are different features you get for being a barbarian and while you are unlikely to get to the top ranks of levels with a group of kids, I’ll give you a rundown of these things anyway.
Hit dice: Barbarians get to use a d12 when figuring out their hit points and hit dice which is pretty great since a lot of other classes use smaller dice meaning barbarians are sturdier. For your hit dice you get 1d12 per barbarian level.
Hit points: At first level it’s 1d12 + your constitution modifier. (This is where having con as one of your higher stats really helps) For every level after that you get 1d12 (or 7 if you are using averages) + your Constitution modifier per barbarian level after 1st.
Just a quick note here because I know this was confusing to me when I learned to play. What is the difference between hit dice and hit points? Hit dice you get to roll when you take a short rest. These will be however many d12s you roll per level. You get to add the number you roll to your hit points if you have taken any damage. Your hit points are how many points of health you have. The easiest analogy is probably a health bar in a video game. If that number gets down to zero or below, you are likely in trouble. When you roll your hit dice you get to refill that bar. And just like in a video game, you can’t exceed the maximum of your health even if you roll higher than that number.
Proficiencies: These are basically things you are good at. A barbarian has several proficiencies to begin with.
Armor: Barbarians are good with Light armor, medium armor, and shields. While I highly recommend you pick up a shield, you may not want to wear armor because if you do, you won’t be able to use Unarmored Defense which I will talk about more below.
Weapons: Barbarians are good with simple weapons and martial weapons. Spears, daggers, axes these are a few of the types of weapons barbarians are good with. They’re not great with a bow or anything that takes great practice and skill to perfect but that’s fine because a barbarian is going to want to get up close and be right in the middle of melee as much as possible.
Tools: None. Alright, barbarians just don’t have the patience for tools. That’s what rogues are for.
Saving Throws: Strength, Constitution. Saving throws are when you might befall an attack or damage of some kind. If the check for that attack or damage calls for strength or constitution you are going to be glad you are a barbarian
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. We’ll talk more about skills more in future posts but for now, these do basically what they sound like although I will point out Survival doesn’t mean just how long yo live. It’s more like, how long can you live in nature on your own instincts.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
These are all good weapons for a barbarian and it’s basically down to your preference of how you want to hit stuff.
Alright, now for the fun stuff! On top of all the things listed above, barbarians get several features. Like I said before, kids are not likely to go all the way to level 20 but I will talk about all of these anyway. The descriptions with the bullets and stuff are taken right from the basic rules but I will give you my spin on each one. The first few are the ones to focus on at the beginning.
This is the key to being a barbarian. Whenever you get into combat you are going to want to Rage. It gives you bonuses that make you much tougher but there are some drawbacks to it so make sure you know how it works.
So what is it exactly?
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
To sum this up, you are stronger when raging and as you level up you get to do even more damage per level. On top of that if an enemy is hitting you with any weapon that does bludgeoning, piercing or slashing damage, you get to reduce the amount of damage you would take.
There are some limits though. They are listed below.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Those are the limits, let’s talk a little bit more about them.
Some barbarians do a little bit of magic so if you have an awesome spell, make sure you cast it before you rage. If it’s a concentration spell wait until the effect ends before you rage. It’s all about timing.
You can also lose your rage in a number of ways. First of all it only lasts for one full minute. Now, that’s actually quite a few rounds in most combat situations but if it’s a really long battle you’re going to want to make sure you go into the rage at the most opportune time.
Also, if you get knocked unconscious your rage is gone, so try not to get clobbered to the point where you have zero hit points.
On the other hand, you also lose your rage if you don’t either tried to hit an enemy or gotten hit by an enemy so if you are raging, be sure you are in the thick of the fight.
You can also choose to just stop raging, unlike the Hulk, so if you rage and then realize you should cast a spell you can drop that rage.
The final limitation is that you can only rage twice per day so if you are pretty sure you are going to be in ten combats, save your rage for the hardest two. You get your rages back after a long rest.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Ok, here’s the deal with unarmored defense. You don’t want to wear armor. Why? Because adding all those numbers above is probably going to be more defensive for you than wearing armor in the first place. Plus, if you have a shield you get a +2 to your AC while you use it so you can boost that number even higher. Also, you and your Monk buddy (we’ll talk about Monks in a later post) are going to be the quickest to get out of the inn to see what all the ruckus is in the middle of the night. Why? It takes 10 minutes to put all that armor on but you don’t have to. Your armor is your flesh.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
This is an awesome feature but I will give you caution that using it on an adult dragon might be unwise. Basically at the start of your attack you can do so recklessly which means you get to roll two d20s and take the higher number for your attack roll. The drawback? That same creature has advantage against you on its next attack. If it’s a squishy little goblin with no armor that’s probably fine but if it’s something bigger than you just remember it gets to hit back.
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.
For this one you get a bit more of a chance of escaping damage caused by your environment or your enemies, so long as you can see it. It doesn’t work if you have the blinded , deafened , or incapacitated conditions going against you. We’ll talk more about conditions in a later post but they do basically what they sound like.
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Look, this one sounds confusing but basically you get to pick one of two cool ways to manifest your rage. Since they both get entries in the end of the barbarian section I will go into more detail about both the Path of the Berserker and the Path of the Totem Warrior later in this post.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Meh. You get to increase some numbers on your stats here which is cool and all but not that nifty as far as role playing goes. We’ll go way more in depth on Ability Scores in a later post.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Yeah! You get to hit stuff more. Hitting more stuff is good for a barbarian!
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
We’ve been over this, barbarians don’t want to wear armor and this is another reason. You can move faster. Faster is good because then you get to hit stuff sooner!
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
If you are sort of new to D&D this just sounds confusing. This is mostly wrapped up in some mechanics. Basically the idea is that you notice when things are about to get hairy before others do so you are more likely to get into combat first. And if you are new to D&D the whole surprised thing can be tough to figure out. It’s a sort of weirdly complicated mechanic of figuring out who goes first in combat. I’ll do a post later that talks about this so for now, don’t worry too much about it. Having the Feral Instinct is very helpful, just know that much.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
I know this one sounds kind of jargony but it boils down to this. You get to roll more damage dice when you roll a 20 on your attack roll. In other words, you hit really hard.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
This one is fun because just when it looks like you are down and out, you get back up again. That bugbear that thought it just struck a killing blow against you? Guess what? It’s your turn now!
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Yes! You can be in a near perpetual state of rage unless you decide to calm down or you get knocked out.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
By this time you are probably pretty strong so getting to use your strength score is usually going to be way better than a low roll on a d20.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Again, this doesn’t seem that neat from a role playing perspective but it does make you stronger and sturdier. I can’t say I have played a level 20 barbarian (yet) so I am not sure how helpful this is but most of the score caps are 20 so an extra four ain’t bad.
So what exactly are Primal Paths and how do they work? This is the part of the class that lets you add a little style to your barbarian. There are two paths you can choose from in the basic rules, the Path of the Berserker and the Path of the Totem.
For some reason the basic rules on D&D Beyond don’t actually give the details for the Path of the Totem but I have you covered.
Here is how the basic rules describes Primal Paths:
Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Pretty cool right? Let’s take a look at each option.
Path of the Berserker
If your kid wants to basically be the Hulk when she plays, have her take the Path of the Berserker. You get some cool features to use and you get to be the scariest thing in the room.
Here is what you get.
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Basically you get to hit more frequently in battle but there is a cost. Once you are done, you really need to take a rest otherwise you suffer a level of exhaustion. exhaustion is a condition and again. we will talk about those in a later post but suffice to say it can lead to death eventually if you are not careful.
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
None of that mind control spell funny business for you. You are way too focused on your rage to listen to anyone else. When the rage ends that wizard can get back to charming you… if he hasn’t fallen to your greataxe by then.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
The Hulk is big and scary and he makes people afraid. Barbarians get to use that to their advantage. The caveat is that the creature has to be close enough and if they succeed on their saving throw, they don’t think you’re such a big deal anymore. Be sure to have a weapon ready to remind them that they are wrong about that.
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
If you hit me I hit you back is pretty much what this is. It’s pretty effective for barbarians.
Path of the Totem Warrior
The Totem Warrior is very in tune with nature and all the animals and spirits of animals around them. This is a much more mystical take on the barbarian and it can be a lot of fun to play.
The Player’s Handbook describes it like this:
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
It’s sort of like Brother Bear but if instead of only learning life lessons about acceptance, you also learned how to be really good in a fight.
Here is what you get with this path.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
Basically what this means is that you can use a beast’s eyes and listen through it’s ears which can be great when scouting an area. You can also talk with animals to find out about what’s going on in the area. However, it takes time for you to do that because you have to do it as a ritual. We’ll get more into that when we talk about magic in a later post but for now just know, ritual spell means you need a bit of time to cast it.
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
I think these are pretty straightforward but the gist of it is that you get to choose an animal and gain some of the benefits that animal naturally possesses.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Again I think this is pretty straightforward but this time the effect is magical. You do only get to choose each animal once so make sure you choose wisely.
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Ditto for this one, you get the benefits of the creatures you choose and they are magical. They are all pretty useful so have fun with it.
Slick Dungeon’s Tips on Playing Barbarians
When you tell a kid that they can play a barbarian you might think you would regret that decision. I mean, a character who is all about rage and anger? Is that something we want our kids to do? Well, I think yes because anger is a huge emotion for kids. It’s something they understand and if they have ever had a tantrum they know there are times it is scary and they might feel like there is no way of controlling it. Guess what? That’s just like a barbarian but there is one major difference. They get to experience this in a safe environment without real world consequences. They might be able to see that their character is able to reign in that rage when needed and they can use that emotion towards something positive, namely protecting their friends. Also, kids are kind of egomaniacs. That’s not an insult, it’s just who kids are and how they develop. That being the case, sometimes they want to get to feel super powerful and playing as a barbarian is a great outlet for that.
The main caution with playing a barbarian is not to take things too far. You don’t want the role play of the rage to turn into actual anger so make sure that the rules of what is allowed at the table while playing are well set ahead of time.
Other than that, let your kid have fun, let them be powerful. Let them feel like the strongest in the room. It will be a ton of fun, I promise you.
I hope you have enjoyed this post. Thanks so much for reading to the end if you are still here with me. Next time we are going to talk about the ultimate in entertainment and support when we talk about bards.
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