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.
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 | +2 | 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 Rage | 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 |
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 + 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 martial weapon and a shield or (b) two martial weapons
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Rage
In battle, you fight with a 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:
- Advantage on Strength checks and Strength saves.
- When you make a weapon attack using Strength, you gain a bonus to the damage that increases as you gain levels as a barbarian, as shown in 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 1 minute. It ends early if you are knocked unconscious. 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 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. 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. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
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, 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, your weapon attacks that rely on Strength score a critical hit on a roll of 19 or 20, in addition you can roll one additional weapon damage die when determining the extra damage for a critical hit with a Strength based weapon attack. For example a critical hit with a greataxe would now deal 3d12 instead of 2d12 and a critical with a greatsword would deal 5d6 instead of 4d6.
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 5 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 long rest the DC resets to 5.
Crowd Clearer
At 15th level, once per turn when you reduce a creature to 0 hitpoints with a Strength based weapon attack you can immediately move up to 15 feet and make an additional weapon attack against another target (no action required).
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.
Whenever you have advantage on an attack roll using Strength, you can reroll one of the dice once.
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.
Path of the Ancestral Guardian
Ancestral Protectors
When you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.
Path of the Battlerager
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. You can add spikes to any set of armor during a long rest, but can only have one set of spiked armor at a time.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d8 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your Strength modifier if your grapple check succeeds.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to twice your Constitution modifier. They vanish if any of them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, if you move at least 20 feet straight towards a target, your first attack against them using your spiked armor deals 3d8 instead of 1d8 and you can make a grapple check agaisnt that creature as part of that attack.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your Strength modifier if and are wearing spiked armor.
Path of the Beast
Form of the Beast
At 3rd level, when you enter your rage, you can transform until the rage ends, manifesting a natural weapon that counts as a simple, light melee weapon for you. You choose the weapon’s form each time you rage:
- Bite. Deals 1d8 piercing damage on a hit. Once each turn when you damage a creature with this bite, you regain hit points equal to your proficiency if you have less than half of your maximum hitpoints remaining.
- Claws. Your free hands deal 1d6 slashing damage on a hit. Once on your turn when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
- Tail. Deals 1d8 piercing damage and has reach. If a creature you can see within 10 feet hits you with an attack, you can use your reaction to roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
At 6th level, when you finish a short or long rest, choose one of the following benefits until your next rest:
- You gain a swim speed equal to your walking speed, and you can breathe underwater.
- You gain a climb speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make an Athletics check and extend your jump by a number of feet equal to the check’s total.
Infectious Fury
At 10th level, when you hit a creature with your natural weapons while the target must succeed on a Wisdom saving throw (DC equal to 8 + your Con modifier + your proficiency) or suffer one of the following effects:
- The target uses its reaction to make a melee attack against another creature of your choice.
- Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Call the Hunt
At 14th level, when you enter your rage, you can choose a number of other willing creatures within 30 feet equal to your Con modifier. You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can add a d6 to one of their damage rolls when they hit with an attack each turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Path of the Berserker
Frenzy
Starting when you choose this path at 3rd level, you can choose to go into a frenzy when you rage. If you do so, you gain temporary hitpoints equal to your Constitution modifier + your barbarian level. In addition for the duration of your frenzied rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Whenever you rage ends, if you chose to go into a frenzy you must succeed on a DC 5 Constitution save or take 1 level of exhaustion. The DC of this save increases by 5 each time you use this ability, reseting to 5 after you complete a long rest.
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 condition immediately ends.
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 30 feet 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 Strength 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 60 feet away from you.
If you are using Frenzy, you may use a bonus action to frighten someone and maintain the effect.
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 reach of a melee weapon you are holding, you can use your reaction to make a melee weapon attack against that creature.
Path of the Storm Herald
Storm Aura
You emanate a stormy, magical aura that extends 10 feet from you in every direction while you rage. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. You can change your choice when you gain a level in this class.
If an aura's effects require a save, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When activated, all other creatures in your aura take 1d6 fire damage. The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 4d6 at 6th level, 6d6 at 10th level, and 8d6 at 14th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 1d6 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. A creature in that cube can make a dexterity save to escape, if trapped they can make a Strength save each turn as an action to get free.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Path of the Totem Warrior
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells. You may cast each of these spells once per long rest.
Totem Spirit
At 3rd level, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
- Bear. While raging, you have resistance to all damage except psychic damage.
- Eagle. While raging, your movement doesn't provoke opportunity attacks. You can Dash as a bonus action.
- Wolf. While raging, your allies have advantage on melee attacks against any creature within 5 feet of you.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
- Bear. You gain the fortitude of a bear. You gain a +1 to your Constitution score. Your maximum Constitution is now 22. Your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Eagle. You gain a +1 to your Wisdom score. Your maximum Wisdom is now 22. You gain proficiency in Wisdom saving throws if you don't have it already. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Dim light doesn’t impose disadvantage on your Perception checks. You have advantage on all Perception checks that rely on sight.
- Wolf. You gain a +1 to your Dexterity score. Your maximum Dexterity is now 22. You gain proficiency in Dexterity saving throws if you don't have it already. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. You have advantage on Perception checks that rely on hearing or smell.
Spirit Walker
At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
- Bear. While raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or can’t be frightened.
- Eagle. While raging, spectral eagle wings sprout from your back, you have a flying speed equal to your current walking speed.
- Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of Wild Magic
Magic Awareness
When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wild Surge
Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced. Any effect that lasts until the end of your rage can be extended by activating your rage again before it ends, though this does not cause you to roll for another effect.
If a surge requires a save, the DC equals 8 + your proficiency bonus + your Constitution modifier. If an effect causes you to cast a spell you ignore the restriction of not being able to cast while raging.
Unstable Rage. Whenever you take damage, roll a d100. You trigger a wild surge if the result of the roll is equal to or less than the damage you took.
Bolstering Magic
At 6th level, you are such a strong reservoir of arcane energy that any spells cast near you are empowered. When a creature you can see within 30 feet casts a spell of 1st level or higher you can use your reaction to bolster the spell, causing it to be cast as if using a spell slot 1 level higher. In addition if the caster spent a spell slot of 5th or lower to cast the spell they may roll 1d4, on a 4 they regain the spell slot used to cast that spell.
Controlled Chaos
At 10th level you may roll twice whenever you trigger a Wild Surge and choose either result.
Unstable Arcana
At 14th level, whenever you trigger a Wild Surge you are temporarily empowered. Your first attack that hits within the next minute deals an extra 2d12 force damage to the target.
Path of the Zealot
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.