Barbarian
Level | Prof. Bonus | Class Features | Rages | Rage Damage | Weapon Mastery |
---|---|---|---|---|---|
1st | +2 | Rage, Unarmoured Defense, Weapon Mastery | 2 | +2 | 2 |
2nd | +2 | Danger Sense, Primal Knowledge, Reckless Attack | 2 | +2 | 2 |
3rd | +2 | Combat Maneuvers, Primal Path | 3 | +2 | 2 |
4th | +2 | Two Feats | 3 | +2 | 3 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 | 3 |
6th | +3 | Path Feature | 4 | +2 | 3 |
7th | +3 | Feral Instinct, Instinctive Pounce | 4 | +2 | 3 |
8th | +3 | Feat | 4 | +2 | 3 |
9th | +4 | Brutal Strike | 4 | +3 | 3 |
10th | +4 | Path Feature | 4 | +3 | 4 |
11th | +4 | Relentless Rage | 4 | +3 | 4 |
12th | +4 | Feat | 5 | +3 | 4 |
13th | +5 | Indomitable Might | 5 | +3 | 4 |
14th | +5 | Path Feature | 5 | +3 | 4 |
15th | +5 | Persistent Rage | 5 | +3 | 4 |
16th | +5 | Feat | 5 | +4 | 4 |
17th | +6 | Ferocious Strike | 6 | +4 | 4 |
18th | +6 | Primal Champion | 6 | +4 | 4 |
19th | +6 | Feat | 6 | +4 | 4 |
20th | +6 | Epic Boon | 6 | +4 | 4 |
Class Features
As a Barbarian, you gain the following class features when you reach the specified levels in this class. These features are listed on the Barbarian table.
Hit Points
Hit Dice: 1d12 per Barbarian levelHit Points at 1st Level: 12 + your Constitution modifier
Hit Points per Level after 1st: 1d12 (or 7) + your Constitution modifier
Proficiencies
Saving Throws: Strength, ConstitutionSkills (Choose 2): Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None
Armour Training
Light Armour, Medium Armour, Shields1st Level: Rage
You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren't wearing Heavy Armour.
While active, your Rage has the following effects:
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.Rage Damage. When you make an attack with a weapon or an Unarmed Strike using Strength and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armour or gain the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
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.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
1st Level: Unarmoured Defense
While you are not wearing any Armour, your armour class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
1st Level: Weapon Mastery
Your training with weapons allows you to use two Mastery Techniques of your choice. You may use only one Mastery Technique per turn. When you reach certain levels in this class, you gain the ability to use more Mastery Techniques, as shown in the Weapon Mastery column of the Barbarian table.
2nd Level: Danger Sense
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, provided you don’t have the Incapacitated condition.
2nd Level: Primal Knowledge
You gain proficiency in another skill of your choice from the list of skills available to Barbarians at 1st level.
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 and around you.
2nd Level: Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. 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 this time.
3rd Level: Combat Maneuvers
You learn combat maneuvers that are fueled by special dice called maneuver dice. Maneuvers. You learn two maneuvers of your choice, choosing from the list of martial maneuvers or the list of maneuvers unique to the Barbarian. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 10th, and 14th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Maneuver Dice. You have four maneuver dice, which are d6s. A maneuver die is expended when you use it. You regain all of your expended maneuver dice when you finish a Short Rest or Long Rest. You gain another maneuver die at 6th level and one more at 14th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) Improved Combat Maneuvers. At 10th level, your maneuver dice turn into d8s. At 14th level, they turn into d10s. At 18th level, they turn into d12s.3rd Level: Primal Path
You choose a path that shapes the nature of your rage.
Your primal path is a specialization that grants you special abilities at certain Barbarian levels. For the rest of your career, you gain each of your path's features that are of your Barbarian level and lower. This class's description tells you the levels when your path provides features.
Path of the Ancestral Guardian | |
Path of the Wild Heart | Path of the Zealot |
4th Level: Two Feats
You gain the Ability Score Improvement feat and another feat of your choice for which you qualify.
5th Level: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th Level: Fast Movement
Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.
6th Level: Path Feature
You gain a feature from your primal path.
7th Level: Feral Instinct
Your instincts are so honed that you have Advantage on Initiative rolls.
7th Level: Instinctive Pounce
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
8th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Brutal Strike
If you have Advantage on an attack roll while your Rage is active and both numbers rolled would hit, the attack is a critical hit. Additionally, when you score a critical hit with a weapon or an unarmed strike using Strength, you can roll one additional weapon damage die when determining the extra damage for a critical hit.
You can roll two additional dice at 13th level and three additional dice at 17th level.
10th Level: Path Feature
You gain a feature from your primal path.
11th Level: Relentless Rage
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 Rest or Long Rest, the DC resets to 10.
12th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Indomitable Might
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.
14th Level: Path Feature
You gain a feature from your primal path.
15th Level: 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 still ends early if you have the Unconscious condition or don Heavy Armor.
16th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Ferocious Strike
When you score a critical hit with a weapon or an unarmed strike using Strength while your Rage is active, you can deal maximum damage with that attack. Once you use this feature, you can’t do so again until you finish a Long Rest.
18th Level: Primal Champion
You embody primal power. Your Strength and Constitution scores increase by 4, and their maximum is now 24.
19th Level: Feat
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic Boon
You gain the following benefits:
Ability Score Increase. Choose your Strength or Constitution score. That score increases by 2, and its maximum is now 30.Epic Boon. You gain the Epic Boon of Irresistible Offense or another Epic Boon of your choice.