Barbarian Class
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.
You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
| Level | Prof bonus | Features | Rage dice | Dice cap |
|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense | D6 | 1 |
| 2nd | +2 | Reckless Attack, Danger Sense | D6 | 1 |
| 3rd | +2 | Primal Path | D6 | 1 |
| 4th | +2 | Ability Score Improvement | D6 | 1 |
| 5th | +3 | Extra Attack, Fast movement | D6 | 2 |
| 6th | +3 | Path feature | D8 | 2 |
| 7th | +3 | Feral instinct, Pounce | D8 | 2 |
| 8th | +3 | Ability Score Improvement | D8 | 2 |
| 9th | +4 | Brutal Critical(1 die) | D8 | 2 |
| 10th | +4 | Path feature | D8 | 3 |
| 11th | +4 | Relentless rage | D10 | 3 |
| 12th | +4 | Ability Score Improvement | D10 | 3 |
| 13th | +5 | Brutal Critical (2 dice) | D10 | 3 |
| 14th | +5 | Path feature | D10 | 3 |
| 15th | +5 | Persistent Rage | D10 | 4 |
| 16th | +5 | Ability Score improvement | D12 | 4 |
| 17th | +6 | Brutal Critical(3 dice) | D12 | 4 |
| 18th | +6 | Indomitable Might | D12 | 4 |
| 19th | +6 | Ability Score Improvement | D12 | 4 |
| 20th | +6 | Primal Champion | D12 | 5 |
As a barbarian, you gain the following class 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, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Rage
Beginning at 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 may expend a "rage die" which is detailed below.
- 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.
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.
You may rage a number of times equal to your proficiency bonus, you regain all uses on a long rest.
Rage Dice
At level 1, you gain a pool of "Rage die" which you main use to redirect your wounds onto your foes. As shown on the barbarian table, you have a maximum amount of dice that can be built up at one time. You gain one of these dice whenever you are raging and take damage that exceeds double your proficiency bonus, if have your max amount of dice you cannot gain more upon taking damage. You may spend these dice on a successful attack through Primal Feats, or through subclass specific features.
You Know a number of primal feats equal to your proficiency bonus, and may swap out which ones you know upon leveling up in this class.
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.
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.
Reckless Attack
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
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.
Primal Path Options:
- Path of the Ancestral Guardian
- Path of the Beast
- Path of the Berserker
- Path of the Butcher
- Path of the Giant
- Path of the Storm Herald
- Path of the Totem Warrior
- Path of the Wild Magic
- Path of the Zealot
Ability Score Increase
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.
Extra Attack
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, 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
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
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.
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 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.
Persistent Rage
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.
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.
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.

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