Barbarian Stats

by Fizzle99

Search GM Binder Visit User Profile

Mortal Foes Part 1:

Barbarians

THIS IS THE FIRST OF MANY PACKETS featuring the standard classes of D&D 5e converted into easy-to-use monster stat blocks. I've never been particularly convinced that our heroes are the only people of adventuring stock in this world, but the existing method of giving class levels to monsters is cumbersome and counter-intuitive. I should know, I've languished with the process for quite some time while preparing for an upcoming campaign that features more grounded conflict than the standard planes-walking adventure we normally see. After putting so much work into just a few classes, I decided to share the fruits of my labor while making plans for a better system to make this all a bit more streamlined. I hope you can make use of these stat blocks, good Dungeon Master!

Moving down the list alphabetically, we start with the barbarian. A classic foe of incredible brawn and relentless fury, the barbarian will command the battlefield.

Barbarians

Barbarians wield the primal essence of rage and adrenaline in combat. Their most valuable aspect is unrivaled survivability and high mobility. These vicious few are often found among tribal societies where resources are scarce and one must hone their own body to perfection in order to win.

Combat Tactics

Despite their brutish personalities, barbarians have to balance on a narrow tactical tightrope. They may be incredibly hard to kill, but that means wise enemies will avoid them altogether and go for less resilient targets. A barbarian's strength means very little if its line of support crumbles. Knowing this, a barbarian won't let themselves be ignored in battle. They will throw themselves headlong into the fray and either prove too tempting a mark to pass up or disrupt the enemy's strategy with bold plays.

Reckless Abandon. Barbarians want to get up close as soon as possible, making good use of their higher-than-average speed and tanky stats to do so. They enter their rage right out of the gate and rush to the most vulnerable targets, accepting opportunity attacks if it means they can get a hit in on a spellcaster or impose disadvantage on a ranged fighter by standing in immediate proximity. Getting close to casters serves an additional purpose, as AoEs might end up damaging the caster's own allies unless they have features to prevent friendly fire.

While brave, barbarians aren't suicidal or foolish. For example, they won't make use of their reckless attack unless they are in a position where it's advantageous to do so. If they are surrounded by foes and face the risk of death, they will likely flee, taking the dash action and accepting opportunity attacks to keep its rage ongoing, but otherwise finding somewhere safe to regroup and consider a new approach.

Knock Down. Compared to fighters or paladins, barbarians have relatively low damage per round and poor action economy, but their advantage on Strength-related rolls during their rage can make them fairly capable with grapples, shoves, and other forced movement. While in large groups, a barbrian can swap out attacks from their multiattack and knock vulnerable targets prone, leaving them at the mercy of allies with greater damage potential.

When played with handaxe and shield instead of opting for full damage with the greataxe, they will likely be even greater assets in terms of disruption. When used mindfully, they can harry their foes and distract them from more important targets, such as a mage or archwizard friendly to the barbarian.

Spell-Slaying. The barbarian's key weakness comes is magic, as they have no resistance to common elemental or supernatural forces of damage while they rage. They seek to crush spell casters as their highest priority.

Barbarian Lore

When counting a barbarian among your forces, it is good to consider where they come from and what factors may influence their

Doggish Loyalty. Barbarians don't usually concern themselves with trifles of self-doubt or the notion of second thoughts. When a barbarian has committed to a cause, it is next to impossible to shake its devotion. While often of low intelligence or wisdom, calling one stupid or easily manipulated is likely to backfire. They believe in their cause with unflinching zeal and justify these beliefs with ironclad convictions. While the occasional barbarian may fit the bill of oafish or malleable, this is not an assumption that you should feel comfortable making.

Right Needs Might. When it comes to alignment, barbarians are usually the picture of chaos in all they do. They have little respect for rules imposed upon them that aren't reinforced by strength. That isn't to say that a barbarian will roll over and accept something that flies in the face of their ideals if they are beaten, but rather, they will insist on becoming stronger until they can topple the system that conflicts with their beliefs. They believe that great strength is the only way to reinforce what is right, but great strength can just as easily be used to destroy such things. Evil barbarians, conversely, believe in the taking, nurturing their own strength so that they may stand on top of the world without fear of any justice levied against them.

Guardians and Enforcers. The barbarians are often found as warriors leading the charge or hired muscle used as a sledgehammer by more keen minds. Having a barbarian on hand is a precious resource, and many villainous forces will either hire them from raiding tribes or capture them to be conditioned, exploiting their weak will saves. Meanwhile, good-aligned factions will enlist the aid of the barbarians through agreements, appeals to good nature, comradery, and gifts.

Feature Breakdown. I had to make a few decisions that made the NPC barbarian stand out and work as a monster that can be fought. Check out the 'Feature Breakdown' at the end for details!

Loot & Valuables

Barbarians don't typically carry much by way of valuables. They often favor scrimshaw and bone jewelery, which while beautiful, is often worth less than art objects made from precious materials. Beyond that, their belongings are pretty spartan: foodstuffs, clothing, matchboxes and torches and the like.

The most likely treasure in a barbarian's hand might be a magical weapon or item that increases their powers. The only issue is that barbarians don't like to hoard wealth, they make use of what they have. If you gain a flametongue after defeating a barbarian, you will have pried it from his cold, dead fingers.

Because barbarians always use the magical items they have, it's important to factor in what that magical item might do to enhance that barbarian's damage potential carefully. If they have a +1 magical item like hew, it won't affect their damage output too much, but each of these effects can stack, so use them carefully!

The barbarian has appropriate coinage for its challenge rating as shown in the loot generation tables in the Dungeon Master's Guide, three art items seen on the table below, up to 100 gp worth of adventuring equipment in addition to the barbarian's starting gear, and randomly chosen magic items from the tables in the Dungeon Master's Guide depending on which rank you fought. Whenever a roll gives spell scrolls, armor, or a magic item the barbarian can't use for whatever reason, ignore the roll and roll again. If they have a magic item that may be too powerful, feel free to ignore the roll or choose a different magic item. Alternatively, you can choose the result of the roll from the appropriate table if you desire.

  • For Barbarian I, roll once on Magic Item Table A and once on Magic Item Table B.
  • For Barbarian II, roll as you would for Barbarian I, then roll once on Magic Item Table C, and once on Magic Item Table F.
  • For Barbarian III, roll as you would for Barbarian I and II, then roll once on Magic Item Table G.
  • For Barbarian IV, roll as you would for Barbarians I through III, then roll again on Magic Item Table G.
  • For Barbarian V, roll as you would for Barbarians I through IV, then roll once on Magic Item Table H.
Barbarian Art Objects
d6 Loot
1 A wooden effigy of a tribal god, worth 50gp.
2 A necklace of carved ivory worth 75gp.
3 A scrimshaw amulet with a beautiful image carved upon it, worth 100 gp.
4 A drinking horn made from a pristine piece of ivory, worth 150 gp.
5 A belt buckle of ivory worth 75gp.
6 A gemstone clasp and coat of sumptuous, oiled fur worth 150gp.

Barbarian I

Small or Medium humanoid (any race), any alignment


  • Armor Class 14 (Unarmored Defense, 16 With Shield)
  • Hit Points 17 (2d12+4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +5, CON +4
  • Skills Athletics +5, Intimidation +2, Perception +3, Survival +3
  • Senses Passive Perception 13
  • Languages Common, one other language
  • Challenge 1 (200 XP)

Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Bonus Actions

Rage (2/Day). The barbarian enters a rage that lasts for one minute, ending early if the barbarian is knocked unconscious, incapacitated, or fails to make an attack roll or take damage on its turn. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; and +2 to damage rolls of melee weapon attacks.

Actions

Greataxe (Requires Two Hands). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d12+3) slashing damage, or 11 (1d12+5) slashing damage while raging.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage, or 8 (1d6+5) slashing damage with a melee attack while raging.


Barbarian II

Small or Medium humanoid (any race), any alignment


  • Armor Class 15 (Unarmored Defense, 17 with Shield)
  • Hit Points 57 (6d12+15)
  • Speed 40 feet

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 9 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +6, CON +6
  • Skills Athletics +6, Intimidation +3, Perception +4, Survival +4
  • Senses Passive Perception 14
  • Languages Common, one other language
  • Challenge 4 (1,100 XP)

Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Mindless Range. While raging, the barbarian can't be charmed or frightened. If it is charmed or frightened when it enters its rage, the effect is suspended for the duration of the rage.

Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Bonus Actions

Rage (4/Day). The barbarian enters a rage that lasts for one minute, ending early if the barbarian is knocked unconscious, incapacitated, or fails to make an attack roll or take damage on its turn. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; +3 to damage rolls of melee weapon attacks; and it can make an additional weapon attack on its turn.

Actions

Multiattack. The barbarian makes two weapon attacks, or three while raging.

Greataxe (Requires Two Hands). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (1d12+3) slashing damage, or 12 (1d12+6) slashing damage while raging.

Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage, or 9 (1d6+6) slashing damage while raging.



Barbarian III

Small or Medium humanoid (any race), any alignment


  • Armor Class 15 (Unarmored Defense, 17 with Shield)
  • Hit Points 105 (11d12+33)
  • Speed 40 feet

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 9 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +8, CON +7
  • Skills Athletics +8, Intimidation +4, Perception +5, Survival +5
  • Senses Passive Perception 15
  • Languages Common, one other language
  • Challenge 8 (3,900 XP)

Brutal Critical. If the barbarian scores a critical hit, it rolls one additional damage die.

Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Feral Instinct. The barbarian has advantage on initiative rolls, and if it's surprised at the beginning of combat, it can immediately use its rage and act as normal on its turn.

Mindless Rage. While raging, the barbarian can't be charmed or frightened. If it is charmed or frightened when it enters its rage, the effect is suspended for the duration of the rage.

Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless. If damage reduces the barbarian to 0 hit points, it must make a DC10 Constitution saving throw. On a success, the barbarian drops to 1 hit point instead. The DC for this check increases by 5 with each use, resetting to 10 after the barbarian finishes a long rest.

Bonus Actions

Rage (4/Day). The barbarian enters a rage that lasts for one minute, ending early if the barbarian is knocked unconscious, incapacitated, or fails to make an attack roll or take damage on its turn. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; +4 to damage rolls of melee weapon attacks; and it can make an additional weapon attack on its turn.

Actions

Multiattack. The barbarian makes two weapon attacks, or three while raging. It can use its Intimidating Presence in the place of one of its attacks.

Greataxe (Requires Two Hands). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 10 (1d12+4) slashing damage, or 14 (1d12+8) while raging.

Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) slashing damage, or 11 (1d6+8) while raging.

Intimidating Presence. The barbarian chooses one creature within 30 feet. If the target can see or hear the barbarian, it must succeed on a DC 16 Wisdom saving throw or be frightened of the barbarian until the end of the barbarian's next turn. This save is made at disadvantage if the creature has taken damage from the barbarian on the same turn. On subsequent turns, the barbarian can replace one of its attacks and force an additional saving throw to prolong the effect until the end of the barbarian's next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the barbarian. If a creature succeeds on its saving throw or the effect ends for it, it is immune to the barbarian's intimidating presence for the next 24 hours.



Barbarian IV

Small or Medium humanoid (any race), any alignment


  • Armor Class 16 (Unarmored Defense, 18 with Shield)
  • Hit Points 168 (16d12+64)
  • Speed 40 feet

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 19 (+4) 9 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +10, CON +9
  • Skills Athletics +10, Intimidation +5, Perception +6, Survival +6
  • Senses Passive Perception 16
  • Languages Common, one other language
  • Challenge 11 (7,200 XP)

Brutal Critical. If the barbarian scores a critical hit, it rolls two additional damage dice.

Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Feral Instinct. The barbarian has advantage on initiative rolls, and if it's surprised at the beginning of combat, it can immediately use its rage and act as normal on its turn.

Mindless Rage. While raging, the barbarian can't be charmed or frightened. If it is charmed or frightened when it enters its rage, the effect is suspended for the duration of the rage.

Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless. If damage reduces the barbarian to 0 hit points, it must make a DC10 Constitution saving throw. On a success, the barbarian drops to 1 hit point instead. The DC for this check increases by 5 with each use, resetting to 10 after the barbarian finishes a long rest.

Retaliation. If the barbarian takes damage from a creature within 5 feet of it, it can use its reaction to make a melee weapon attack against that creature.

Bonus Actions

Rage (5/Day). The barbarian enters a rage that lasts for one minute, ending early if it falls unconscious. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; +5 to damage rolls of melee weapon attacks; and it can make an additional weapon attack on its turn.

Actions

Multiattack. The barbarian makes two weapon attacks, or three while raging. It can use its Intimidating Presence in the place of one of its attacks.

Greataxe (Requires Two Hands). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 11 (1d12+5) slashing damage, or 16 (1d12+10) slashing damage while raging.

Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) slashing damage, or 13 (1d6+10) slashing damage while raging.

Intimidating Presence. The barbarian chooses one creature within 30 feet. If the target can see or hear the barbarian, it must succeed on a DC 18 Wisdom saving throw or be frightened of the barbarian until the end of the barbarian's next turn. This save is made at disadvantage if the creature has taken damage from the barbarian on the same turn. On subsequent turns, the barbarian can replace one of its attacks and force an additional saving throw to prolong the effect until the end of the barbarian's next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the barbarian. If a creature succeeds on its saving throw or the effect ends for it, it is immune to the barbarian's intimidating presence for the next 24 hours.



Barbarian V

Small or Medium humanoid (any race), any alignment


  • Armor Class 20 (Unarmored Defense, 22 with Shield)
  • Hit Points 267 (20d12+140)
  • Speed 40 feet

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 9 (-1) 12 (+1) 10 (+0)

  • Saving Throws STR +13, CON +13
  • Skills Athletics +13, Intimidation +6, Perception +7, Survival +7
  • Senses Passive Perception 17
  • Languages Common, one other language
  • Challenge 14 (18,000 XP)

Brutal Critical. If the barbarian scores a critical hit, it rolls three additional damage dice.

Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.

Feral Instinct. The barbarian has advantage on initiative rolls, and if it's surprised at the beginning of combat, it can immediately use its rage and act as normal on its turn.

Mindless Rage. While raging, the barbarian can't be charmed or frightened. If it is charmed or frightened when it enters its rage, the effect is suspended for the duration of the rage.

Reckless Attack. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless. If damage reduces the barbarian to 0 hit points, it must make a DC10 Constitution saving throw. On a success, the barbarian drops to 1 hit point instead. The DC for this check increases by 5 with each use, resetting to 10 after the barbarian finishes a long rest.

Retaliation. If the barbarian takes damage from a creature within 5 feet of it, it can use its reaction to make a melee weapon attack against that creature.

Bonus Actions

Rage. The barbarian enters a rage that lasts for one minute, ending early if it falls unconscious. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; +6 to damage rolls of melee weapon attacks; and it can make an additional weapon attack on its turn.

Actions

Multiattack. The barbarian makes two weapon attacks, or three while raging. It can use its Intimidating Presence in the place of one of its attacks.

Greataxe (Requires Two Hands). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 13 (1d12+7) slashing damage or 19 (1d12+13) while raging.

Handaxe. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d6+7) slashing damage, or 16 (1d6+13) while raging.

Intimidating Presence. The barbarian chooses one creature within 30 feet. If the target can see or hear the barbarian, it must succeed on a DC 21 Wisdom saving throw or be frightened of the barbarian until the end of the barbarian's next turn. This save is made at disadvantage if the creature has taken damage from the barbarian on the same turn. On subsequent turns, the barbarian can replace one of its attacks and force an additional saving throw to prolong the effect until the end of the barbarian's next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from the barbarian. If a creature succeeds on its saving throw or the effect ends for it, it is immune to the barbarian's intimidating presence for the next 24 hours.

Feature Breakdown

For those curious about my methods when designing this NPC class, here's a quick breakdown.

Hit Dice

Perhaps my most controversial decision, I decided to go with class hit dice instead of doing hit dice determined by size as may be recommended in the DMG. I did this mostly to keep a pretty coherent scale of health progression, since using just the d8s made it likely for a bard to get as much health as a fighter, which felt off. Additionally, since these classes are meant to fit a small or medium humanoid, size-dependent dice weren't going to cut it.

Ability Scores

To determine ability scores, I used a point buy calculator and used the loadout from the Player's Handbook, then I added +1 to each stat, assuming a baseline of default human.

Skill Choice

For skills, I chose the default skills from the barbarian list, plus two skills to account for background.

Function First

Wherever there was conflict between function and practicality, I decided to go with what made more sense mechanically. For example, the base of this stat block is built off of the berserker subclass, but I did not include the fact that frenzy gives an attack as a bonus action at the cost of 1 exhaustion per frenzied rage, I just gave the barbarian three attacks while raging. It was the more elegant and functional decision overall.

Mechanical Buffs

Some features in baseline barbarian are just kind of bad, so I ended up changing them in this stat block. For example, Intimidating Presence was moved to be in the place of one attack instead of being a whole action. I also increased the power of the barbarian's rage damage progression a smidge, with damage increasing to +3 at 5th Level, +4 at 10th Level, +5 at 15th level, and +6 at 20th Level.

Other Subclasses

I don't really have the time or soul power necessary to dedicate full other subclasses at this moment, but if you want to, you can always replace the berserker features with features from say, totem warrior features. It may be a bit of work to do, but it is much less than applying the levels manually one by one.

Art Credit.

On the Cover: Garruk Wildspeaker by Aleksi Briclot.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.