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Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just physical prowess but an untamed spirit.

Multiclassing Prerequisite: Strength 13


Class Table

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

Class Features

Hit Points

  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + CON modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + CON modifier per 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, Survival

Equipment

You start with:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

Rage

On your turn, you can enter a rage as a bonus action.

  • Advantage on Strength checks and Strength saving throws
  • Melee weapon attacks using Strength deal extra damage (see Rage Damage column)
  • Resistance to bludgeoning, piercing, and slashing damage Lasts 1 minute, ends early if unconscious or voluntarily stopped. Limited uses per long rest (see Rages column).

Unarmored Defense

When not wearing armor, AC = 10 + DEX mod + CON mod. You can use a shield.


Reckless Attack (2nd level)

Advantage on melee attack rolls using Strength during your turn, but attacks against you have advantage until your next turn.


Danger Sense (2nd level)

Advantage on DEX saves vs. visible effects (e.g., traps, spells).


Primal Path (3rd level)

Choose a path that shapes your rage:

  • Path of the Berserker
  • Path of the Totem Warrior
  • Path of the Ancestral Guardian
  • Path of the Storm Herald
  • Path of the Zealot
  • Path of Wild Magic
  • Path of the Beast

Grants features at levels 3, 6, 10, 14.


Extra Attack (5th level)

You can attack twice using the Attack action.


Fast Movement (5th level)

+10 ft speed when not wearing heavy armor.


Feral Instinct (7th level)

Advantage on initiative rolls and can act normally on first turn when surprised if you rage immediately.


Brutal Critical (9th level)

When you crit with a melee attack, roll one extra weapon damage die (scales at 13th and 17th level).


Relentless Rage (11th level)

When reduced to 0 HP and not killed outright, make CON save (DC 10) to drop to 1 HP instead.


Persistent Rage (15th level)

Your rage ends early only if you choose or you fall unconscious.


Indomitable Might (18th level)

STR check result can be replaced with your STR score if it’s lower.


Primal Champion (20th level)

STR and CON increase by 4 (max 24).