DnD 5e Optimization – Most DPR Barbarian Build Against Undead

barbariandamagednd-5eoptimizationundead

We start playing Curse of Strahd and I am looking for a max DPR (Damage Per Round) Barbarian for the setting. I know there is a nice polearm build but I reckon the weapon should be a bludgeoning one.
The DM said we would probably play until level 12, so the max should be (if possible) for most levels from 1-12. Human Variant is available but no other variant rules like flanking. No third party rules are allowed.

Multiclassing only in Paladin or Fighter. All official sourcebooks are allowed. Races: Orc, Half Orc, Variant Human and Goliath.

Best Answer

On speccing against undead

Without employing too much meta knowledge about the specific monsters of the adventure, we can use a bit of knowledge about undead to make decisions (which is probably justifiable as in-world knowledge too).

Your thought about bludgeoning damage isn't bad, but it's only skeletons which have a vulnerability to bludgeoning damage. A few undead (such as Shadows) have vulnerability to radiant damage, so grabbing that would be valuable. Doubly so, since very few undead are resistant (or immune) to radiant damage, so having it would be useful to have some consistent damage in the face of resistances to non-magical attacks. (On that note, you'll probably want to get a silvered weapon as soon as you can afford it, if not supplied with a magic weapon by then.) Conversely, necrotic and poison damage should be avoided in particular.

Barbarian zealotry

Accepting the above as showing that we want to lock into bludgeoning+radiant as our damage suite, we can start choosing things for our Cleric Barbarian. To get radiant damage, Path of the Zealot has Divine Fury:

While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Path of the Zealot is also one of the few barbarian subclasses that add damage, and quickly the most linear for that. As Groody's answer mentions, Totem (Bear) would give you a lot more resilience, though with zealot you could rely on being cheap to revivify.

You're pretty open as to race, though Aasimar will get you some additional radiant damage, Orc or half-orc would offer some more damage on crits (see the notes for Brutal Critical), and variant human will be an option for picking up feats earlier.

Since polearms don't really come with bludgeoning damage (outside of the butt-end attack of Polearm Master) and the classic Greataxe even less so, we can look at two primary weapon choices: Maul and two-weapon fighting.

Modelling Damage

Rather than doing a full damage analysis, we can do a couple of simplifications and assumptions. Firstly, we'll only compare damage during rages. The accuracy of that will depend on your table and/or campaign, so it's not possible to get around it without some kind of assumption. Second, we assume a representative hit chance of 65%. The DPR can then be calculated as: $$ \text{DPR} = \sum_\text{attacks}\big[h (D+m) + cD\big] $$ where h is the hit chance, D is the die damage, m is the static modifier, and c is the crit chance (0.05 for normal attacks, 0.0975 with advantage).

For simplicity, I'll be dealing with a Strength mod of +4, and rage bonus of +2, and I'm ignoring Brutal Critical, and the Divine Fury damage. I'll get back to how these shift things afterwards. The relevant feats considered here are Great Weapon Master for the maul (ignoring the bonus action attacks) and Dual Wielder for the two-weapon mode.

Weapon Mode Maul Reckless
Maul
Two-Weapon Reckless
Two-Weapon
Base 8.80 12.09 10.10 13.85
Base + Feat 9.55 15.40 11.50 15.80
Extra Attack 17.60 24.18 16.45 22.52
Extra Attack + Feat 19.10 30.81 18.55 25.45

As mentioned, there are a few things not considered in the above analysis.

  • Your strength modifier won't actually make a difference between maul and two-weapon, since with the Two-Weapon Fighting style it won't be added to the bonus action attacks.
  • Your rage bonus increasing (as it does at 9th) favours Two-Weapon in a way not shown here, since you do get to add that to the bonus action attack.
  • Similarly, Brutal Critical also slightly favours two-weapon since it'll only add 1d6 to the critical hits of maul attacks, whereas with two-weapons it'll affect the "whole" damage die.
  • Divine Fury is also slight more consistent with two-weapon fighting, since you'll get one more opportunity to hit, and it only cares about the first hit each turn.
  • IIRC, a lot of undead have relatively low AC for their CR, and you may well be fighting higher counts of lower CR enemies which would give you a higher hit chance than the 65% assumed here. That would heavily favour any usage of Great Weapon Master.
  • Two-Weapon fighting consumes a lot more bonus actions than using a maul. That's relevant for your first turn, since Rage also uses a bonus action to activate. If you end up with other bonus action features, those will also eat into your damage while benefitting from the almost obscene synergy between Great Weapon Master and Reckless Attack.

Other than the feats, you don't actually have any major investment into one or the other, so you may well want to consider using two-weapon fighting during early levels and/or against high AC opponents, and switch to the Maul once you have Extra Attack and Great Weapon Master.

For more on two-weapon versus heavy weapon barbarians, see: How does the barbarian's bonus damage from Rage interact with two-weapon fighting?, Is dual-wielding superior to great weapons for a raging Barbarian?, Great Weapon Master vs. Dual Wielder for a half-orc Barbarian


Running the same analysis on Polearms we get:

Base Reckless With Extra Attack Reckless Extra Attack
Base 7.75 10.63 15.50 21.26
with PM 13.40 18.33 21.15 28.96
with PM & GWM 16.40 26.38 25.28 40.68

Obviously, this means forgoing most of the bludgeoning damage (the relevance of which depends on how anti-skeletons you are) and it needs two feats locking you into v.human if you want to pump your Strength up to +5. You otherwise get kinda the best of both worlds when it comes to the damage discussed above; getting two-weapon fighting's efficiency on Divine fury and Brutal Critical.


If your group has a player planning on playing a Cleric, I would check in with them to make sure your character doesn't step on their turf thematically.