Barbarian
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion — and not limited to anger — this Rage is an incarnation of a predator's ferocity, a storm's fury, and a sea's turmoil.
Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Transcendent Fury
The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.
“I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage.” — Seret, archwizard
Personal Totems
Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.
A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.
Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.
| d6 | Totem |
|---|---|
| 1 | A tuft of fur from a solitary wolf that you befriended during a hunt |
| 2 | Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate |
| 3 | A necklace made from the claws of a young cave bear that you slew singlehandedly as a child |
| 4 | A small leather pouch holding three stones that represent your ancestors |
| 5 | A few small bones from the first beast you killed, tied together with colored wool |
| 6 | An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch |
Tattoos
The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.
Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?
| d6 | Tattoo |
|---|---|
| 1 | The wings of an eagle are spread wide across your upper back. |
| 2 | Etched on the backs of your hands are the paws of a cave bear. |
| 3 | The symbols of your clan are displayed in viny patterns along your arms. |
| 4 | The antlers of an elk are inked across your back. |
| 5 | Images of your spirit animal are tattooed along your weapon arm and hand. |
| 6 | The eyes of a wolf are marked on your back to help you see and ward off evil spirits. |
Superstitions
Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
| d6 | Superstition |
|---|---|
| 1 | If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. |
| 2 | Never trust a wizard. They're all devils in disguise, especially the friendly ones. |
| 3 | Dwarves have lost their spirits, and are almost like the undead. That's why they live underground. |
| 4 | Magical things bring trouble. Never sleep with a magic object within ten feet of you. |
| 5 | When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. |
| 6 | If an elf looks you in the eyes, she's trying to read your thoughts. |
The Revised Barbarian
| Level | Proficiency Bonus | Features | Strikes Known | Weapon Mastery | Talents Known | Rages | Rage Damage Die |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Martial Strikes, Rage, Unarmored Defense, Weapon Mastery | 1 | 2 | - | 2 | 1d4 |
| 2nd | +2 | Danger Sense, Martial Talents, Primal Challenge | 1 | 2 | 2 | 2 | 1d4 |
| 3rd | +2 | Barbarian Subclass, Martial Might, Primal Knowledge | 1 | 2 | 2 | 3 | 1d4 |
| 4th | +2 | Ability Score Improvement | 1 | 2 | 2 | 3 | 1d4 |
| 5th | +3 | Fast Movement, Multi-Attack, Power Attack | 1 | 3 | 3 | 3 | 1d6 |
| 6th | +3 | Subclass Feature | 2 | 3 | 3 | 4 | 1d6 |
| 7th | +3 | Feral Instinct, Instinctive Pounce | 2 | 3 | 3 | 4 | 1d6 |
| 8th | +3 | Ability Score Improvement | 2 | 3 | 4 | 4 | 1d6 |
| 9th | +4 | Brutal Strike | 2 | 3 | 4 | 4 | 1d6 |
| 10th | +4 | Ability Score Improvement, Subclass Feature | 2 | 4 | 4 | 4 | 1d8 |
| 11th | +4 | Relentless Rage, Unbreakable | 2 | 4 | 5 | 4 | 1d8 |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 5 | 5 | 1d8 |
| 13th | +5 | Improved Brutal Strike, Improved Primal Challenge | 3 | 4 | 5 | 5 | 1d8 |
| 14th | +5 | Subclass Feature | 3 | 4 | 6 | 5 | 1d8 |
| 15th | +5 | Persistent Rage | 3 | 4 | 6 | 5 | 1d10 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 6 | 5 | 1d10 |
| 17th | +6 | Mastered Brutal Strike | 3 | 4 | 7 | 6 | 1d10 |
| 18th | +6 | Indomitable Might | 4 | 4 | 7 | 6 | 1d10 |
| 19th | +6 | Epic Boon | 4 | 4 | 7 | 6 | 1d10 |
| 20th | +6 | Primal Champion | 4 | 4 | 8 | 6 | 1d10 |
Multiclassing
Ability Score Minimum(s): Strength 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Shields
Weapons: Martial Weapons
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution and Dexterity. Second, choose the Soldier background.
Class Features
- 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: One of your choice.
Saving Throws: Strength, Constitution
Skills: Choose any four Skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greataxe, 4 Handaxes, an Explorer's Pack, and 15 GP.
- (b) 75 GP
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice. Great Weapon Fighting is recommended.
Whenever you gain a Barbarian level, you can replace the feat you chose with a different Fighting Style feat.
Martial Strikes
Also at 1st level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn and you cannot use a Strike and a Maneuver on the same attack.
You learn one strike of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.
You learn an additional strike of your choice at 6th (three Strikes), 12th (four Strikes), and 18th (five Strikes) level.
Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Strikes
The strikes are presented in alphabetical order.
Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.
You can move up to your full movement speed when you reach 18th level in this class.
Cleave. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 10 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.
The length and width of the cone increase to 20 feet when you reach 18th level in this class.
Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Crush. Cannot be used with Ranged weapons. Each creature within a 15-foot radius circle that begins in front of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through make a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.
The radius of the circle increases to 30 feet at 18th level in this class.
Deflect. Cannot be used with Ranged weapons. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.
When you reach 18th level in this class, you can also use this feature against ranged spell attacks.
Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 15 feet in a straight line or takes half as much damage and is not pushed back on a successful save.
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.
The length and width of the line increase to 25 feet when you reach 18th level in this class. Ranged Weapons instead use their full effective range at 18th level in this class.
Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.
React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).
The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.
Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.
The distance the target is pushed is increased to 10 feet when you reach 18th level in this class.
Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 15 foot radius centered on that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 30 feet when you reach 18th level in this class.
Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 5 foot radius centered on you must make a Dexterity Saving Throw as you spin your weapons around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 15 feet when you reach 18th level in this class.
Rage
At 1st level, you can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Revised Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing Damage.
Rage Damage
When you make attack using Strength with either a Weapon or an Unarmed Strike and deal Damage to the Target, you roll an additional die of Damage that increases in size as you gain levels as a Barbarian, as shown in the Revised Barbarian Features Table.
Strength Advantage
You have Advantage on Strength Checks and Strength Saving Throws.
No Concentration or Spells
You cannot maintain Concentration, and you cannot cast Spells.
Duration
The Rage lasts until the end of your next turn, and it ends 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 one of the following:
- 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.
Unarmored Defense
Starting at 1st Level, when you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
At 10th level, you gain +1 AC while using this feature.
Weapon Mastery
At 1st Level, your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Revised Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Revised Barbarian Features table.
Danger Sense
At 2nd level, you gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Martial Talents
At 2nd level, you gain access to Martial Talents. Refer to the list on page 14 for a list of options. At Barbarian Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Barbarian Levels 5, 8, 11, 14, 17, and 20.
When you gain a Barbarian Level, you may substitute one Martial Talent for a different one for which you meet the prerequisites.
Primal Challenge
At 2nd level, as a Bonus Action, you can force every creature of your choice within a 15-foot Emanation centered on you to make a Wisdom Saving Throw against 8 plus your Strength modifier plus your proficiency bonus. On a success, a creature is immune to this effect for 1 minute. On a failure, that creature must use its next turn to move as close to you as it can. Then, if it is within range, it must make an Attack against you. It does so with Advantage. You also have Advantage on your next attack against any creature that fails this saving throw.
At Barbarian Level 13, the radius of this Emanation increases to 30 feet.
Barbarian Subclass
At 3rd level, you gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at 3rd, 6th, 10th, and 14th levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.
Primal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Martial Might
At 3rd level, you now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 9th level, you count as two sizes larger for all parts of this feature. At 15th level, you no longer reduce your movement speed when using a weapon designed for a creature one size larger than you.
Ability Score Improvement
When you reach Barbarian Level 4, and again at Barbarian Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing Heavy armor.
Multi-Attack
Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -2 Penalty.
Power Attack
At 5th level, When you make Weapon Attack or Unarmed Strike, you can take a penalty equal to your proficiency bonus to that attack roll. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus. You can only use Power Attack Once per Round.
Feral Instinct
By 7th level, your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce
Starting at 7th level, as part of the Bonus Action you take to enter your Rage, you can move up to half your Speed. This movement does not provoke Opportunity Attacks.
Brutal Strike
Beginning at 9th level, if you have Advantage thanks to Primal Challenge, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d6 of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time — the most recent one.
Unbreakable
At 11th level, you become unbreakable. You add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Relentless Rage
Starting at 11th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active 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 or Long Rest, the DC resets to 10.
Improved Brutal Strike
At 13th Level, you have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Persistent Rage
Beginning at 15th level, when you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.
In addition, 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. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
Mastered Brutal Strike
The extra damage of your Brutal Strike increases to 1d8. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
Indomitable Might
At 18th level, if your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.
Epic Boon
At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Primal Champion
At 20th level, you embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 26.
Path of the Berserker
Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
Frenzy
At Level 3, if you have Advantage due to Primal Challenge while your Rage is active, you roll a second Rage Damage Die against the first target you hit on your turn with a Strength-based attack. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Boiling Blood
Also at 3rd level, you gain Resistance to Fire Damage while your Rage is active.
Mindless Rage
Beginning at 6th level, you have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.
Retaliation
Beginning at 10th level, when you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. This Attack deals Force Damage instead of its normal Damage Type when used with this Feature.
Intimidating Presence
Starting at 14th level, as a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Path of the Wild Heart
Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
Animal Speaker
At 3rd level, you can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.
Rage of the Wilds
At 3rd level, your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
Shark. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
Tiger. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Aspect of the Wilds
At 6th level, you gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Panther. You have a Climb Speed equal to your Speed.
Salmon. You have a Swim Speed equal to your Speed.
Nature Speaker
At 10th level, you can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.
Power of the Wilds
At 14th level, Whenever you activate your Rage, you gain one of the following options of your choice.
Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.
Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
Orca. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.
Path of the World Tree
Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.
Vitality of the Tree
At 3rd level, Your Rage taps into the life force of the World Tree. You gain the following benefits.
Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll your Rage Damage Die twice and add the results together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Purity of Nature
Also at 3rd level, you gain Resistance to Poison Damage and have Advantage on Saving Throws made against the Poisoned Condition while your Rage is active.
Branches of the Tree
At 6th level, whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.
Battering Roots
At 10th level, during your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.
Travel Along the Tree
When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.
In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.
Zealot
Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
Divine Fury
At 3rd level, you can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.
Warrior of the Gods
At 3rd level, a divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.
Your pool regains all expended dice when you finish a Long Rest.
The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).
Fanatical Focus
Starting at 6th level, Once per active Rage, if you fail a saving throw, you can reroll it once and you must use the new roll, then roll your Rage Damage Die once and add the amount rolled to the new result.
Zealous Presence
At 10th level, 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 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 unless you expend a use of your Rage (no action required) to restore your use of it.
Rage of the Gods
Beginning at 14th level, when you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.
While in this form, you gain the benefits below.
Flight. You have a Fly Speed equal to your Speed and can hover.
Resistance. You have Resistance to Necrotic, Psychic, and Radiant damage.
Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.
Barbarian Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Barbaric Speed
Prerequisite(s): 10th level, Dexterity 16 or higher.
You gain 5 extra feet of movement. You gain 5 more feet of movement at 15th and 20th level.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Blazing Blood
Prerequisite(s): 3rd level, Path of the Berserker Subclass.
You can replace one Attack you take with the Attack Action with this Talent. You force every creature in a 25-foot Emanation around you to make a Dexterity Saving Throw. On a failed save, a creature takes two rolls of your Rage Damage Die in Fire Damage. You can only use this Talent Once per Round. You have a number of Uses of this Talent equal to your Proficiency Bonus, and regain all expended uses when you finish a Short or Long Rest.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Divine Shield
Prerequisites(s): 3rd level, Path of the Zealot Subclass.
While not wearing armor or using a shield, you have a +2 to AC as if under the effects of the Shield of Faith Spell. This means that you cannot benefit from that Spell while this talent is in use.
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climbing speed equal to your walking speed if you don't already have one. If you already have a climbing speed, your movement is increased by 10 feet while using it. You can use your climbing speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, while you have this Talent, you reduce any damage you would take from falling to 0.
Mighty Blows
Prerequisites(s): 10th level, Strength or Dexterity 18
Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Resistant Rage
Prerequisite(s): Constitution 16 or higher.
Choose one damage type other than Psychic or Force. You gain resistance to that damage type while Raging.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Feat.
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Spirit Sight
Prerequisites(s): 3rd level, Path of the Wild Heart Subclass.
While raging, you can see any invisible creatures within a 10-foot radius of you. If you still have this Talent at 10th level, this radius becomes a 30-foot radius.
Spellbane Fury
Prerequisites(s): 5th Level, Constitution 18
When you take damage from a spell that targets you while raging, you can use your reaction to force the caster to make a Constitution saving throw against 8 + your Strength modifier + your proficiency bonus. On a failure, they take your Proficiency bonus in the same damage they dealt to you. This damage ignores resistance and immunity.
Spellslayer
Prerequisites(s): 10th level, Spellbane Fury talent
While raging, you have advantage on Wisdom, Intelligence, and Charisma saving throws made against spells.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from a Barbarian Martial Talent or your Race, it matches your Walking Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can speak, read and write two additional languages of your choice.
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Changes: Me, SmugCoffeeMan
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Changelog
1.0
- Added Martial Talents, Power Attack, Martial Might, and Unbreakable as Class Features.
- Reworked Ability Score Increase; it now grants the ABility Score Increase Feat as well as another Feat of the Player's choice.
- All the other minor tweaks from my 2014 Revised Barbarian (i.e., choice of Skill Proficiencies, altered Primal Knowledge now mixed with the 2024 version)
- Extra Attack now grants (Proficiency Bonus - 1) Attacks per Attack Action, with a -2 to each Attack beyond the first.
- Primal Champion now caps the Strength and Constitution Stats at 26 rather than 25 for a nice even number.
- Granted some of the other Subclasses that lacked a unique Resistance a Resistance.
1.1
- Renamed Extra Attack to Multi-Attack, as the feature that some Martial Fullcaster Subclasses get will be Extra Attack to limit them.
1.2
- Replaced Reckless Attack with Primal Challenge, finally giving Barbarian the tool it needs to be a real tank.
- Rescaled Rage Damage from d4/d6/d8 to d4/d6/d8/d10 at the same levels Monk's die increases.