Class
By Wizards of the Coast D&D 5e (2014)
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SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.

A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

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.

Hit Die
d12
Primary Ability
Strength
Saving Throws
Strength, Constitution
Proficiencies
Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Saving Throw: STR, Saving Throw: CON

The Barbarian

Level Prof. Bonus Rage Count Rage Damage Bonus Brutal Critical Dice Features
1st +2 2 2 — Rage, Unarmored Defense
2nd +2 2 2 — Reckless Attack, Danger Sense
3rd +2 3 2 — Primal Path
4th +2 3 2 — Ability Score Improvement
5th +3 3 2 — Extra Attack, Fast Movement
6th +3 4 2 — Path feature
7th +3 4 2 — Feral Instinct
8th +3 4 2 — Ability Score Improvement
9th +4 4 3 1 Brutal Critical (1 die)
10th +4 4 3 1 Path feature
11th +4 4 3 1 Relentless Rage
12th +4 5 3 1 Ability Score Improvement
13th +5 5 3 2 Brutal Critical (2 dice)
14th +5 5 3 2 Path feature
15th +5 5 3 2 Persistent Rage
16th +5 5 4 2 Ability Score Improvement
17th +6 6 4 3 Brutal Critical (3 dice)
18th +6 6 4 3 Indomitable Might
19th +6 6 4 3 Ability Score Improvement
20th +6 9999 4 3 Primal Champion

Class Features

Rage — 1st level

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 +2 bonus to the damage roll. This bonus increases as you level.

  • 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 maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Savage Leaps — 1st level

1st-level barbarian optional feature (adds to Rage)

While you are raging, your jump distance is tripled.

Shotgun Slayer — 1st level

Optional 1st-level barbarian feature

You can use Strength rather than Dexterity for the attack and damage rolls of ranged weapons you are proficient in, provided you make the attack against a target within 20 feet of you. If you make a ranged attack using Strength this way, it receives the benefits of your Rage and Brutal Critical (1 die) features as if it was a melee weapon. It is also eligible for the advantage granted by your Reckless Attack, provided that the attack is made against a target within 5 feet of you.

If you take this optional feature, your barbarian hit die is reduced to a d10, which reduces your hit points at 1st level and at higher levels to that of the fighter class.

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.

Danger Sense — 2nd level

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 — 2nd level

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.

Survival Instincts — 2nd level

2nd-level barbarian feature (replaces Danger Sense)

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Battle Ferocity — 3rd level

3rd-level barbarian optional feature (adds to PHB)

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You know two maneuvers, which are chosen from the list of maneuvers available to the fighter's Battle Master archetype. You learn one additional maneuver of your choice at 6th, 10th, and 14th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. Instead of having a pool of superiority dice, your maneuvers are fueled by sheer anger and reckless abandon. When you use your Reckless Attack feature in combat, you can forgo gaining advantage on attack rolls to instead gain one superiority die, a d6, which you can use anytime before the start of your next turn. This die becomes a d8 at 9th level and a d10 at 15th level. Starting at 5th level, you gain two dice from this feature rather than one. You then gain three dice at 11th level and four dice at 17th level.

Saving Throws. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier.

Primal Conditioning — 3rd level

3rd-level barbarian optional feature (adds to Rage)

While you are raging, you have advantage on all Wisdom checks.

Primal Knowledge — 3rd level

3rd-level barbarian optional feature

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Primal Path — 3rd level

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.

Totem Spirit (Shadowfell Options) — 3rd level

These options are available to you when you choose a totem animal at 3rd level.

As with the spirits in the Player’s Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as snakelike eyes if you have a serpent totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a hummingbird or another animal that represents eternity, rather than a scarab.

Scarab. While you are raging, you regain lost hit points equal to your Constitution modifier at the end of each of your turns and you can't be aged magically. The spirit of the scarab touches your soul with the power of eternity.

Serpent. While you’re raging and aren’t wearing heavy armor, you can't be restrained or knocked prone by nonmagical means. The spirit of the serpent makes you move with exceptional grace.

Ability Score Improvement — 4th level

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.

Proficiency Versatility — 4th level

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Extra Attack — 5th level

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

Fast Movement — 5th level

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

Instinctive Pounce — 5th level

5th-level barbarian feature (replaces Fast Movement)

When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Aspect of the Beast (Shadowfell Options) — 6th level

This option is also available to you when you choose a totem animal at 6th level.

Scarab. The mystical forces of eternity speak to you. You can discern the age of a creature, object, or structure you touch with incredible precision.

Serpent. You can move through a space large enough for a creature one size smaller than you without squeezing.

Path feature — 6th level

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.

Feral Instinct — 7th level

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.

Instinctive Pounce — 7th level

7th-level barbarian optional feature

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Ability Score Improvement — 8th level

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.

Proficiency Versatility — 8th level

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Brutal Critical (1 die) — 9th level

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.

Druidic Rituals — 9th level

Choose two spells from the following list: animal messenger, detect magic, locate animals or plants, or speak with animals. You can cast the chosen spells as rituals. Wisdom is your spellcasting ability for them.

Primal Expert — 9th level

9th-level and higher barbarian optional feature

Your connection to nature has bolstered your ability toperform certain activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.

Primal Wrath — 9th level

Your carrying capacity (including maximum load and maximum lift) is doubled, and it doubles again while you are raging. Additionally, your attacks deal double damage to objects and structures.

Skill Training — 9th level

Choose one skill. You gain proficiency in the chosen skill if you don't already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, you gain proficiency in one tool of your choice.

Path feature — 10th level

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.

Relentless Rage — 11th level

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.

Ability Score Improvement — 12th level

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.

Proficiency Versatility — 12th level

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Brutal Critical (2 dice) — 13th level

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.

Path feature — 14th level

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.

Totemic Attunement (Shadowfell Options) — 14th level

This option is also available to you when you choose a totem animal at 14th level.

Scarab. While you're raging, when a creature that you can see within 30 feet of you regains lost hit points from a spell or other magical effect, you can use your reaction to reduce the number of hit points regained by half, and you regain a number of lost hit points equal to that amount.

Serpent. While raging, when you drag or carry only one creature you have grappled, your speed isn't halved.

Persistent Rage — 15th level

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.

Ability Score Improvement — 16th level

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.

Proficiency Versatility — 16th level

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Brutal Critical (3 dice) — 17th level

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.

Indomitable Might — 18th level

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.

Ability Score Improvement — 19th level

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.

Proficiency Versatility — 19th level

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Primal Champion — 20th level

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.

Totemic Symbiosis (Shadowfell Options) — 27th level

This option is also available to you when you choose a totem animal at 27th level.

Scarab. While raging, you can use your reaction to add a d6 to an Intelligence, Wisdom, or Charisma saving throw. You must do so before you make the roll.

Serpent. While raging, when you hit a creature with a melee weapon on your turn, you can use a bonus action to embrace the spirit of the serpent. The creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, you become invisible to the creature until the end of your next turn.

Multiclassing

Prerequisite
STR 13
Proficiencies Gained
Shields, Simple Weapons, Martial Weapons

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

Some links below are affiliate links. Bookwyrm may earn a commission on qualifying purchases, at no extra cost to you.


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