Classes

Barbarian

Can Cast Spells: No

For barbarians, rage is more than mere emotion -- it is the power of primal fury made manifest. These fierce warriors draw their might not from careful training or martial discipline, but from the roiling tempest of anger that burns within their hearts. Whether you're a proud tribal warrior from the untamed wilderness, a former gladiator who fights with unbridled fury, or a vengeful survivor channeling your pain into raw power, your rage makes you a nearly unstoppable force on the battlefield.

As a barbarian, you embody the fierce spirit of untamed combat. While others rely on fancy swordplay or intricate battle formations, you embrace the pure, visceral thrill of throwing yourself into the fray. Your incredible physical resilience lets you shrug off wounds that would fell lesser warriors, while your primal instincts sharpen your reflexes and amplify your strength to superhuman levels. In combat, you become a whirlwind of destruction, striking with such ferocity that even seasoned veterans think twice before standing in your path.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 + 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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Rage

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:

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

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.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Select one barbarian subclass. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

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

Beginning at 5th level, 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.

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

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

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.

Barbarian Table


Level
Proficiency
Bonus

Features

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

 

Barbarian Subclasses

Name Description
Path of the Ancestral Guardian A barbarian who follows this path contacts the spirit world and calls on these guardian spirits for aid.
Path of the Beast Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls.
Path of the Berserker For some barbarians, rage is a means to an end -- that end being violence.
Path of the Harrier The Path of the Harrier leads to a place where barbarians can control their rage and focus it in constructive ways.
Path of the Storm Herald Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them.
Path of the Zealot These barbarians are warriors who channel their rage into powerful displays of divine power.
Path of Wild Fury These barbarians share an affinity and connection with the most ferocious and cunning animals of the natural world.

Player's Handbook. Wizards of the Coast, 2014.