Barbarian
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.
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 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Rage
At 1st Level, 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 Armor.
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 using Strength or an Unarmed Strike 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 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 or more of the following:
Unarmored Defense
Starting at 1st Level, while you aren’t wearing any armor, your base Armor Class equals 10 + your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Weapon Mastery
Also at 1st Level, your training with weapons allows you to use the Mastery property 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 levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian table.
Danger Sense
Starting 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
At 2nd Level, 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 that time.
Barbarian 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 Knowledge
Starting at Level 3, you gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1.
In addition, 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 and senses.
You can use your Strength Score in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can choose to expend a use of your Rage to use this ability.
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Barbarian table, you gain this feature again at levels 8, 12, 16, and 19.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
At 5th Level, your speed increases by 10 feet while you aren’t wearing Heavy Armor.
Feral Instinct
Starting at 7th Level, your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce
At 7th Level, as a part of the Bonus Action you take to enter your Rage, you can Move up to half your Speed.
Brutal Strike
At 9th Level, if you use Reckless Attack, you can forgo Advantage on the next attack roll you make on your turn with a Strength-based attack. If that attack hits, the target takes an extra 1d10 damage 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.
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 Rest or Long Rest, the DC resets to 10.
Brutal Strike Improvement
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. Your blow leaves an opening in the creature’s defense for an ally until the start of your next turn. The next attack roll made by another creature against the target gains a bonus to that roll equal to your Rage Damage.
Persistent Rage
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. The Rage ends early if you have the Dying or Unconscious, not the Incapacitated, condition or don Heavy Armor.
Brutal Strike Improvement
Starting at 17th Level, the extra damage your Brutal Strike deals increases to 2d10. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature.
Indominitable 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.
Primal Champion
At 20th Level, you embody primal power. Your Strength and Constitution scores increase by 4, and their maximum is now 26.
You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
Level | Prof. | Features | Rages | Rage Damage | Weapon Mastery |
---|---|---|---|---|---|
1st | +2 | Rage, Unamored Defense, Weapon Mastery | 2 | +2 | 2 |
2nd | +2 | Danger Sense, Reckless Attack | 2 | +2 | 2 |
3rd | +2 | Barbarian Subclass, Primal Knowledge | 3 | +2 | 2 |
4th | +2 | Ability Score Improvement | 3 | +2 | 3 |
5th | +3 | Extra Attack, Fast Movement | 3 | +3 | 3 |
6th | +3 | Subclass Feature | 4 | +3 | 3 |
7th | +3 | Feral Instinct, Instinctive Pounce | 4 | +3 | 3 |
8th | +3 | Ability Score Improvement | 4 | +3 | 3 |
9th | +4 | Brutal Strike | 4 | +4 | 4 |
10th | +4 | Subclass Feature | 4 | +4 | 4 |
11th | +4 | Relentless Rage | 4 | +4 | 4 |
12th | +4 | Ability Score Improvement | 4 | +4 | 4 |
13th | +5 | Improved Brutal Strike | 5 | +5 | 4 |
14th | +5 | Subclass Feature | 5 | +5 | 4 |
15th | +5 | Persistent Rage | 5 | +5 | 4 |
16th | +5 | Ability Score Improvement | 5 | +5 | 4 |
17th | +6 | Improved Brutal Strike | 6 | +6 | 4 |
18th | +6 | Indominitable Might | 6 | +6 | 4 |
19th | +6 | Ability Score Improvement | 6 | +6 | 4 |
20th | +6 | Primal Champion | 6 | +6 | 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 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (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
At 1st Level, 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 Armor.
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 using Strength or an Unarmed Strike 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 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 or more 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.
Unarmored Defense
Starting at 1st Level, while you aren’t wearing any armor, your base Armor Class equals 10 + your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Weapon Mastery
Also at 1st Level, your training with weapons allows you to use the Mastery property 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 levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian table.
Danger Sense
Starting 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
At 2nd Level, 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 that time.
Barbarian 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.
- Ancestral Guardian
- Battlerager
- Beast
- Berserker
- Giant
- Storm Herald
- Totem Warrior
- Wild Magic
- World Tree
- Zealot
Primal Knowledge
Starting at Level 3, you gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1.
In addition, 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 and senses.
You can use your Strength Score in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a Long Rest. If you have no uses remaining, you can choose to expend a use of your Rage to use this ability.
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Barbarian table, you gain this feature again at levels 8, 12, 16, and 19.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
At 5th Level, your speed increases by 10 feet while you aren’t wearing Heavy Armor.
Feral Instinct
Starting at 7th Level, your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce
At 7th Level, as a part of the Bonus Action you take to enter your Rage, you can Move up to half your Speed.
Brutal Strike
At 9th Level, if you use Reckless Attack, you can forgo Advantage on the next attack roll you make on your turn with a Strength-based attack. If that attack hits, the target takes an extra 1d10 damage 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.
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 Rest or Long Rest, the DC resets to 10.
Brutal Strike Improvement
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. Your blow leaves an opening in the creature’s defense for an ally until the start of your next turn. The next attack roll made by another creature against the target gains a bonus to that roll equal to your Rage Damage.
Persistent Rage
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. The Rage ends early if you have the Dying or Unconscious, not the Incapacitated, condition or don Heavy Armor.
Brutal Strike Improvement
Starting at 17th Level, the extra damage your Brutal Strike deals increases to 2d10. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature.
Indominitable 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.
Primal Champion
At 20th Level, you embody primal power. Your Strength and Constitution scores increase by 4, and their maximum is now 26.
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