Barbarian

Barbarian

Barbarian

These formidable warriors draw power from their untamed, primal instincts. Fueled by raw emotions, they tap into a fierce rage that enhances their physical prowess, granting increased strength and endurance. With minimal armor and mighty weaponry, they fearlessly charge into battle, shrugging off blows that would cripple lesser fighters. Their unparalleled resilience allows them to endure extreme conditions and resist various effects. Barbarians possess unique paths that further shape their abilities, ranging from totemic connections with nature to embracing a berserker’s unbridled fury. While their rage can make them difficult to control outside combat, Barbarians make invaluable allies on the battlefield, where their ferocity and tenacity turn the tide in their favor, leaving foes trembling in the wake of their relentless onslaught.

Class Features

As a barbarian, you gain the following 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, Shield

Weapon: Martial Weapon, Simple Weapon

Saving Throw: Strength, Constitution

Skills: You have 2 of the following skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.

Starting Gold

You start with 2d4 x 10 gold pieces (GP) unless you choose to take the equipment below

Starting Equipment

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

  • (a) greataxe or (b) any martial melee weapon
  • (a) (2x) handaxe or (b) any simple weapon
  • explorer's pack
  • (4x) javelin

Barbarian Features Table

LVL Pro+ Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path, Primal Path Feature 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Primal 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 Primal Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Primal 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

Class Features at Level

Level 1

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.

Level 1

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.

Level 2

Reckless Attack

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.

Level 2

Danger Sense

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.

Level 3

Primal Path

You choose a path that shapes the nature of your rage.

Level 3

Primal Path Feature

Your Primal Path grants you abilities at this level.

Level 4

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 5

Fast Movement

Your speed increases by 10 feet while you aren’t wearing heavy armor.

Level 6

Primal Path Feature

Your Primal Path grants you abilities at this level.

Level 7

Feral Instinct

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.

Level 8

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 9

Brutal Critical (1 die)

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Level 10

Primal Path Feature

Your Primal Path grants you abilities at this level.

Level 11

Relentless Rage

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.

Level 12

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 13

Brutal Critical (2 dice)

You can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Level 14

Primal Path Feature

Your Primal Path grants you abilities at this level.

Level 15

Persistent Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Level 16

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 17

Brutal Critical (3 dice)

You can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Level 18

Indomitable Might

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Level 19

Ability Score Improvement

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. Alternatively, you can choose to take one Feat instead of the ability score increase.

Level 20

Primal Champion

You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Path of the Berserker
Subclass of Barbarian

Path of the Berserker

For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is… More
Path of the Celestial Guardian
Subclass of Barbarian

Path of the Celestial Guardian

Some Barbarians don’t just tap into their inner rage; they tap into the celestial energies of guardians from higher planes.… More
Path of the Elemental Fury
Subclass of Barbarian

Path of the Elemental Fury

For Barbarians who walk the Path of the Elemental Fury, their rage isn’t just an emotional state but a channel… More

Credits: SRD 5.1