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Solgrirol Künst - Wild Soul

In my opinion, Barbarians are the weakest class in Dungeons and Dragons. They do have a lot of physical power, and are great tanks, but unless your DM prepares you for bigger encounters via magical weapons or other party members, your stuck on the ground, in melee only range... Any spell caster that can cast a level 3 spell are already ahead of you. A simple Fly spell from the baddie completely nullifies how effective you are, even if you find a rock or two to throw.


At best, Barbarian is a good class to multiclass into... Or at least, that's what I use to think. Jeremy Crawford of Wizards of the Coast gave us an Unearthed Arcana that really changed how a Barbarian can be played! The Path of the Wild Soul does a lot of work, making you a much more valuable member than just the "Meat Shield". In honor of this exciting addition to the Barbarian arsenal, I would like you all to meet Solgrirol, the Wild Soul!


Background - Solgrirol "Sol" is a Uthgardt Tribe member, belonging to the Sky Pony sect. He is tall and muscular for a Tiefling, sporting bright yellow skin and pitch black hair. His horns are roughly 16" long and protrude at the brow bone and bend at a skyward angle.


Sol fully understands that his abilities are unpredictable and dangerous for those around him, but that doesn't stop him. It actually excites him. His abilities make him unpredictable to his enemies, and to the creative team mate, a powerful team member.


He wields a Glaive, a powerful two handed weapon that adds reach to his wild and random abilities, making him a chaotic warrior on the battlefield. This is amplified further by his demonic lineage, magic arching through his very blood and manifesting in frightening ways.


Overall, Sol excites me as a Barbarian. For those who haven't seen this Unearthed Arcana yet; At level 3, you can choose this Path, and whenever you enter a Rage, you get to roll a d8 and a wild magical affect activates, some abilities last for as long as you Rage! Almost all of these effects beg you to be AWAY from your allies when you Rage. One just makes plants grow, and an area around you is difficult terrain, where another causes a radiant light to burst from your chest in a 60' line and deal damage to any caught in it and are blinded if they fail the save! I've always enjoyed the Wild Magic of the Sorcerer, and I've always wanted to merge a Barbarian with a magic user (Rage Caster just sounds awesome), and this Path lets me do that. I love the randomness, the changing the play style depending on a single dice, and the complete lack of optimization this class provokes.


I actually plan on playing Solgrirol in a one shot that's coming up very shortly, and I hope to submit my feedback to WotC afterwards to see if we can really make Barbarians a formidable force that can stand on their own in a battle against all foes, verses just the low Intelligent monsters.

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