Barbarian
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
The Barbarian |
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Level | Proficiency Bonus | Features | Rages | Rage Damage |
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1st | +2 | Rage, Barbarian Origin, Martial Training | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path, Barbarian Origin improvement | 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, Barbarian Origin improvement | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Strike | 4 | +3 |
10th | +4 | Path feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Primal Growth | 5 | +3 |
14th | +5 | Path feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Strike Improvement | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | 6 | +4 |
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
Martial Training
Your extensive physical training within the chaotic art of combat has allowed you to better utilize Combat Maneuvers, which are used to enhance attacks and provide martial utility in combat. You add your proficiency bonus to the number of maneuvers you can use.Number of maneuvers = your proficiency bonus + your intelligence modifier
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, provided you aren’t wearing Heavy Armor. While raging, the following effects are active:
- Damage Resistance. You have resistance to bludgeoning, piercing, and slashing damage.
- Rage Damage. When you make an attack with a weapon or an Unarmed Strike using Strength and deal damage to the target, 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. Optionally, you are able to add the Rage damage to your maneuver Save DC instead of damage for attacks.
- Strength Advantage. You have advantage on Strength checks and Strength saving throws.
- No Spell Casting. If you can cast spells, you can't cast them or concentrate on them while raging.
- Might Makes Right. You can make a skill check using your Strength as the modifier even if it normally uses a different ability. Provided it makes sense thematically, like using your strength bonus instead of your charisma for Intimidation.
The Rage lasts until the end of your next turn, ending early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing any of the following acts:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Once you have raged the maximum number of times for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Barbarian Origin
At 1st level, you choose an origin that gives a thematic reason for your character's exceptional hardiness. Each one grants a few bonuses as you gain levels.Tribal
Unarmored Defense (1st Level)
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.
Primal Knowledge (3rd Level)
When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Instinctive Pounce (7th)
At 7th level, you are flushed with adrenaline while raging, allowing you to move and act quickly. As part of the bonus action you take to enter your rage, you can move up to half your speed.
Civilised
Armourd Endurance (1st Level)
You gain proficiency with heavy armour. Add Chain Mail armour to the equipment you start with if you are level one. You can enter your rage even while wearing heavy armour. Additionally, while raging, you can choose to use your constitution modifier instead of your dexterity modifier as your AC bonus.
Expert Knowledge (3rd Level)
When you reach 3rd level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Pain Numbing Anger (7th)
At 7th level, the dangers of battle no longer take such a toll on you. As part of the bonus action you take to enter your rage, you gain temporary hitpoints equal to your constitution modifier + half your Barbarian level, rounded down.
Renounced
Unarmored Defense (1st Level)
While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + your Wisdom modifier.
New Knowledge (3rd Level)
When you reach 3rd level, you gain proficiency in one skill of your choice that isn't from the list of skills available to barbarians at 1st level.
Iron will (7th)
At 7th level, you are able to rein in your rage enough to focus, granting you precise focus. While raging, you add your Rage bonus to your Wisdom and Charisma saving throws, and you are able to hold concentration on spells that you cast before entering your rage.
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.
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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path | Source |
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Ancestral Guardian | Xanathar's Guide to Everything |
Battlerager | Sword Coast Adventurer's Guide |
Beast | Tasha's Cauldron of Everything |
Berserker | Player's Handbook |
Storm Herald | Xanathar's Guide to Everything |
Totem Warrior | Player's Handbook |
Wild Magic | Tasha's Cauldron of Everything |
Zealot | Xanathar's Guide to Everything |
Depths | Legends of Runeterra: Dark Tides of Bilgewater |
Juggernaut | Tal'Dorei Campaign Guide |
Rider | Adventures in Middle Earth |
Foe Slayer | Adventures in Middle Earth |
Power Holler | RPathos(HB) |
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.
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 10 feet 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.
Brutal Strike
Beginning at 9th level, when ever you use Reckless Attack, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike if it hits. Only works with Strength-based attacks.
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, your Hit Points instead change to a number equal to twice your Barbarian level.
Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.
Primal Growth
Beginning at 13th level, your body has been hardened by the tribulations of your journey, realizing your hidden potential. The maximum score for your Strength, Dexterity and Constitution is increased by 2.
Additionally, you gain 2 ability score points to spend to increase your scores of your choice.
Persistent Rage
Beginning at 15th level, Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends if you have the Incapacitated condition.
Brutal Strike Improvment
Starting at 17th level, The extra damage your Brutal Strike deals increases to 2d10.
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 are the true embodiment of might and fortitude. Your Strength and Constitution scores increase by 2. Your maximum for those scores are increased by 4.
Your senses have been honed to a razor's edge. Any attack rolls against you are made with disadvantage. Additionally, you instead take no damage if you succeed on the saving throw to half damage.
You are the true embodiment of might and fortitude. Your Strength and Constitution scores increase by 4. Your maximum for those scores is increased by 4.
Your rage knows no limit. You are able to rage an infinite amount of time, and your rage bonus is +6. The DC of Relentless Rage starts at 0 as well.