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:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and four javelins
Table- The Barbarian
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6th | +3 | Path feature | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 | +2 |
| 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
| 10th | +4 | Path feature | 4 | +3 |
| 11th | +4 | Relentless | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
| 14th | +5 | Path feature | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 | +3 |
| 16th | +5 | Ability Score Improvement | 5 | +4 |
| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | Unlimited | +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:
- 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.
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