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Barbarian

Barbarian

The strong embrace the wild that hides inside - keen instincts, primal physicality, and most of all, an unbridled, unquenchable rage.

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table- The Barbarian

LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Rage

In battle, you fight with primal ferocity. 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:

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.

Unarmored Defense

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.

Reckless Attack

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.

Danger Sense

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.

Primal Path

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.

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.

You can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10ft while you aren't wearing heavy armor.

Feral Instinct

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.

Brutal Critical

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.

Relentless Rage

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.

Persistent Rage

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.

Indomitable Might

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.

Primal Champion

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.

Barbarian Paths

Path of the Berserker

For some barbarians, rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

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 (as described in appendix A).

Mindless Rage

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.

Intimidating Presence

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 30ft 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 60ft away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5ft of you, you can use your reaction to make a melee weapon attack against that creature.

  • name Barbarian
  • type martial
  • hit_dice d12
  • subtypes
    • dps
    • tank
  • class Barbarian
  • class_action_name Rage
  • class_charges
      • value 2
      • level 1
      • value 3
      • level 3
      • value 4
      • level 6
      • value 5
      • level 12
      • value 6
      • level 17
      • value 999
      • level 20
  • ability_saving_throws
    • STR
    • CON
  • proficiency_selection
      • name Choose proficiencies
      • type skill
      • value 2
      • list
        • Animal Handling
        • Athletics
        • Intimidation
        • Nature
        • Perception
        • Survival
  • non_skill_proficiencies
      • name Light Armor
      • type armor-type
      • name Medium Armor
      • type armor-type
      • name Shields
      • type armor-type
      • name Simple Weapons
      • type weapon-type
      • name Martial Weapons
      • type weapon-type
  • feats
      • name Rage
      • type offense
      • name Unarmored Defense
      • type offense
      • name Reckless Attack
      • type offense
      • description 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.
      • requirement
        • type level
        • value 2
      • name Danger Sense
      • type offense
      • description 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`.
      • requirement
        • type level
        • value 2
      • name Fast Movement
      • type offense
      • description Starting at 5th level, your speed increases by `10ft` while you aren't wearing heavy armor.
      • requirement
        • type level
        • value 5
      • name Extra Attack
      • type offense
      • description Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
      • requirement
        • type level
        • value 5
  • subclass
    • name Primal Path
    • requirement
      • type level
      • value 3
  • subclasses
      • name Path of the Berserker
      • description The Path of the Berserker is a path of unrestrained fury. Those who follow this path enter a battle frenzy, shrugging off pain and `exhaustion` in their unrelenting pursuit of destruction.
      • feats
          • name Frenzy
          • type class action
          • description Entering a rage lets you make a single melee weapon attack as a `bonus action` on each of your turns.
          • requirement
            • type level
            • value 3
          • name Mindless Rage
          • type passive
          • description While raging, you can’t be `charmed` or `frightened` until your rage ends.
          • requirement
            • type level
            • value 6
          • name Intimidating Presence
          • type action
          • description You can use your `action` to `frighten` a creature within `30ft`, forcing a `Wisdom` save or become `frightened` for `1 min`.
          • requirement
            • type level
            • value 10
          • name Retaliation
          • type reaction
          • description When a creature hits you with a melee attack, you can use your `reaction` to make a melee weapon attack against that creature.
          • requirement
            • type level
            • value 14
      • name Path of the Totem Warrior
      • description The Path of the Totem Warrior is a spiritual journey where a barbarian embraces the power of a totem animal, gaining mystical abilities and deepening their connection to nature.
      • feats
          • name Spirit Seeker
          • type passive
          • description You can cast **Beast Sense** and **Speak with Animals** as `rituals`.
          • requirement
            • type level
            • value 3
          • name Totem Spirit
          • type passive
          • description Choose a totem animal and gain its benefits, such as resistance to all damage except `psychic` (Bear) or increased movement speed (Eagle).
          • requirement
            • type level
            • value 3
          • name Aspect of the Beast
          • type passive
          • description Gain an additional ability based on your chosen totem, such as carrying capacity doubling (Bear) or gaining keen sight (Eagle).
          • requirement
            • type level
            • value 6
          • name Spirit Walker
          • type passive
          • description You can cast **Commune with Nature** as a `ritual`.
          • requirement
            • type level
            • value 10
          • name Totemic Attunement
          • type passive
          • description Gain a powerful final ability from your totem animal, such as forcing enemies to attack you (Bear) or gaining a fly speed (Eagle).
          • requirement
            • type level
            • value 14