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 15 or higher in order to multiclass in or out of this class.
Barbarian
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 | Feat | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Feat | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Feat | 5 | +3 |
13th | +4 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Feat | 5 | +4 |
17th | +5 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Path feature | 6 | +4 |
19th | +6 | Feat | 6 | +4 |
20th | +6 | Primal Champion | 7 | +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: Light armor, medium armor, buckler shields, kite shields
- Weapons: Simple weapons, martial weapons, improvised 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:
- (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
Starting 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 gain a bonus to the damage roll that increases as you gain levels in this class, as shown in the Rage Damage column of the Barbarian table.
- 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.
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
Also at 1st level, 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 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.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make or fail an attack roll 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.
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, 14th, and 18th levels.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Also 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 drop to 1 hit point instead.
Once you use this trait, you must complete a short or long rest to do so again.
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.
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.
Path: Berserker
For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns.
Additionally, you can throw creatures in addition to normal items. If you attempt to throw an unwilling creature, the target must be Paralyzed, Petrified, Restrained, Slowed (5), Stunned, or Unconscious to do so.
Mindless Rage
Beginning at 6th level, you can't be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the duration of the rage.
Additionally, the Calm Emotions spell and similar effects can't end your rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Brutal Warrior
At 18th level, your brutality in combat is unmatched. While raging, your melee attacks score a critical hit on a roll of 19-20.
Path: The Envoy
Some barbarians channel their rage into their diplomacy before their violence. The Path of the Envoy is taken by those who hone their anger into dominating social encounters as opposed to the battlefield. Lawyers and tribal diplomats might walk this path, as they seek to win over their targets with powerful words rather than powerful strikes.
Argumentative Speech
Starting at 3rd level when you adopt this path, your rage fuels your speaking ability. While raging, you have advantage on all Charisma checks and saving throws.
Additionally, you can extend your rage by engaging a creature in conversation. While conversing with a creature, your rage lasts up to its normal time and doesn't end early. If the conversation ends before 1 minute has passed, the rage ends early, unless it ends by you taking damage or making an attack roll against a hostile creature, in which case your rage lasts its normal duration.
Once you extend your rage in this way, you must complete a short or long rest to do so again.
Knowledgeable Speaker
Also at 3rd level, you learn one language of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Into a Corner
Starting at 6th level, you strategically phrase your authoritative speech in ways that force your enemies into a corner it may not be prepared for. When you succeed a Charisma check or saving throw against a creature that can hear and understand you, it must succeed on a Wisdom saving throw, where the DC equals 8 + your Proficiency Bonus + your Strength or Charisma modifier (your choice), or become Frightened of you until the end of your next turn.
Mental Destruction
Starting at 14th level, you gain an ability to utterly destroy those you intimidate with words alone. When you succeed an ability check, attack roll, or saving throw against a creature that is Frightened of you, you can use your reaction to deal 1d6 Psychic damage to that creature.
Lawyer's Bane
At 18th level, you are a scourge to those who would attempt to persuade or intimidate you. You automatically succeed saving throws against being Charmed or Frightened.
Path: The Heartfelt
The heartfelt tribes teach emotional expression beyond just pure rage, honing their entire range of emotions to shift the tides of battle. Battle for them is a passionate and deadly performance, wielding decorated swords and axes and wrapped in bright colors.
Heartfelt Rage
Starting at 3rd level when you adopt this path, when you use your Rage, you can choose to express a powerful emotion for the duration of your rage, gaining one of the following effects for the duration of that rage.
- Hateful Rage. At the start of each of your turns while raging, choose one creature you can see. You have a +1 bonus to weapon attack and damage rolls against that creature.
- Loving Rage. As a bonus action while your rage is active, you can grant one creature you can see within 60 feet of you hit points equal to 2d6 + your Constitution modifier.
- Fearing Rage. When a creature starts its turn within 5 feet of you while you are raging, it must succeed a Wisdom saving throw, where the DC equals your Proficiency Bonus + your Strength modifier, or become Frightened of you. Creatures can repeat this save at the end of their turns, ending the effect on themselves on a success.
- Melancholic Rage. While raging, you gain temporary hit points at the start of your turn equal to your Proficiency Bonus + your Constitution modifier.
- Joyful Rage. When you enter your rage, your speed increases by 10 feet until the end of your rage.
Battle Performer
Also at 3rd level, you gain proficiency in the Performance skill.
Additionally, if your rage would end, you can make a DC 10 Performance check to extend your rage by 1 round. The DC for this check increases by 5 each time it succeeds until your rage ends, after which it reverts back to 10.
Inspiring Warrior
Starting at 6th level, you can inspire others with your performances. While raging, when you hit an attack roll, you can use your bonus action to grant one creature of your choice that can see you a +1 bonus to the next attack roll they make until the end of their next turn.
Empathic Retaliation
Starting at 10th level, when a friendly creature within 5 feet of you takes damage from another creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against the attacker.
Emotional Attunement
By 14th level, you are more perfectly attuned with your emotions. You gain the effects of one of the following benefits, which you choose after completing a long rest. If you gain an effect from your Heartfelt Rage that differs from the one gained from this feature, you gain the effect from this feature that matches your Heartfelt Rage.
For example, if you use your Heartfelt Rage and choose hateful rage, you gain the Hateful Spite effect from this feature.
- Hateful Spite. You have a +1 bonus to damage rolls.
- Loving Healer. As an action, you can grant up to three creatures hit points equal to 2d6 + your Constitution modifier. Doing so maintains your rage, as if you had made an attack roll.
- Fearing Death. Creatures have disadvantage on saving throws against your Fearing Rage.
- Melancholic Shield. When you complete a short or long rest, you gain temporary hit points equal to your Proficiency Bonus + your Constitution modifier.
- Joyful Vigor. You can't be Frightened while you are Raging.
Soulful
At 18th level, you are a master of your heart and expression. You gain the following traits:
- The DC of your Battle Performer feature starts at 0, instead of 10, and reverts to 0 after your rage ends.
- The bonus you grant from your Inspiring Warrior increases to +2 .
Path: Wildheart
Your attunement with nature and its beasts inspires your rage, empowering you with unnatural might. The beasts that empower you might be a symbol in a clan in which you belong, or a creature you encountered in a supernatural event.
Spirit Speaker
At 3rd level when you adopt this path, you have an attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals spells as rituals. You can't cast these spells except as rituals, unless you've learned them by some other means.
Bestial Heart
Also at 3rd level, you gain the boon of a powerful animal spirit, called a bestial heart, giving you one of the following features based on the spirit. The spirit animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
- Bear. The spirit of the bear makes you tough enough to stand up to any punishment. While raging, you have resistance to all damage except Psychic damage.
- Additionally, while raging, you can use your action to regain hit points equal to 1d8 + your Constitution modifier (minimum of 1).
- Eagle. The spirit of the eagle makes you into a predator who can weave through the fray with ease. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, you can use the Dash action as a bonus action on your turn.
- Additionally, while raging, when you jump onto a creature from at least 10 feet above it, you knock it Prone.
- Elk. The spirit of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
- Additionally, while raging, you can use your action to move up to your speed in a straight line. If you come within 5 feet of a creature, it takes 1d4 Bludgeoning damage. A creature can be affected by this ability only once per turn.
- Tiger. The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
- Additionally, while raging, you can make a melee attack against up to 3 creatures as a single action, provided each of them are within 5 feet of you and within 5 feet of each other
- Wolf. The spirit of the wolf makes you a leader of hunters. While you're raging, your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
- Additionally, while raging, you can use your action to give an inciting howl, granting all of your allies within 10ft an additional 10ft of movement speed on their next turn.
When you gain a level in this class, you can choose to replace your Bestial Heart with another option on this list.
Animal Aspect
At 6th level, you gain another magical boon from the spirits of nature. You can choose the same animal you selected at 3rd level or a different one.
- Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Eagle. You gain the eyesight of an eagle. You gain 60ft of Darkvision, and have advantage on Perception checks. If you already have Darkvision, it increases by 60ft instead.
- Elk. The elk spirit helps you roam far and fast. Your movement speed increases by 5ft, and any allies that start their turn within 10ft of you or enter that zone on the first time on a turn can move an additional 5ft until the end of their current turn.
- Honey Badger. You gain the honey badger's aggression. When you start your turn and are Poisoned, Frightened, or Charmed by an enemy, roll a d20. If the result is 11 or higher, you begin raging without expending one of your normal uses of rage.
- Shark. You gain the shark's affinity for water hunting. You gain a swimming speed equal to your walking speed, and you have advantage on attack rolls against targets while both you and the target are fully submerged.
- Stallion. You gain the endurance of the horse. When you dash, you gain temporary hit points equal to your barbarian level + your Constitution modifier (minimum of 1).
- Tiger. The tiger spirit hones your hunting instincts. You add twice your strength modifier to damage rolls against targets that are Poisoned or Bleeding, and you gain proficiency in Survival.
- Wolf. You gain the hunting sensibilities of a wolf. You gain Proficiency in Stealth, and both you and your allies within 10ft add your Dexterity modifier to Stealth checks.
Twin Aspect
At 10th level, you choose an additional option from your Animal Aspect feature.
Bestial Ascendancy
At 14th level, you gain a more powerful boon based on your Bestial Heart. If you later change your Bestial Heart, your Bestial Ascendancy is replaced with the one associated with your new choice.
- Bear: Dominating Presence. While raging, any hostile creature within 5 feet of you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be Frightened.
- Eagle: Fledgling Flight. While raging, you have a flying speed equal to your walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Elk: Antler Shove. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked Prone and take Bludgeoning damage equal to 1d12 + your Strength modifier.
- Tiger: Maul. While raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
- Wolf: Pounce. While raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Bestial Soul
At 18th level, the spirits of nature within you grow to the height of their power, allowing you to call on them to help you adapt to your surroundings. When you finish a short or long rest, you can choose to replace one of your Animal Aspects with another Animal Aspect option.
Path: Wild Magic
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.
Magic Awareness
When you choose this path at 3rd level, as a bonus action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you and your allies within 10ft have advantage on saving throws against spells and other magical effects.
Once you use this feature, you must complete a short or long rest to do so again.
Wild Surge
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- Boon. The target gains +1d4 bonus to Attack Rolls and Ability Checks for 1 minute.
- Arcane Infustion. The target regains a 1st level spell slot if it had expended any.
- Greater Arcane Infusion. The target regains a 2nd level spell slot if it had expended any.
Once you grant one of these benefits, you can't grant that benefit again until you complete a long rest.
Unstable Backlash
At 10th level, when you are imperiled during your rage, the magic within you can lash out. Immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Surge table and immediately produce the effect rolled. This effect replaces your current Wild Surge effect.
Chaotic Fury
At 14th level, your fury makes you a wellspring of chaotic magic. As a bonus action while raging, you can reroll on the Wild Surge table, replacing your current effect with the new one.
Table - Wild Surge
d8 | Effect |
---|---|
1 | Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to Force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you an all allies within 10 feet of your are surrounded by multicolored, protective lights, gaining a +1 bonus to AC. |
7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 Radiant damage and be Blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Controlled Surge
At 18th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Path: The Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power. Typically the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is Necrotic or Radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods
Also at 3rd level, your soul is marked for endless battle. You have proficiency in the Religion skill.
Additionally, if a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can choose to reroll it. You must use the new roll.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you must complete a long rest to do so again.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you're raging, having 0 hit points doesn’t knock you Unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Undying Wrath
At 18th level, the divine power within you surges even without your rage. You deal your bonus Rage damage even while you're not raging. While raging, your bonus Rage Damage is doubled.