Barbarian

Player's Handbook - Wizards of the Coast


"I'd back up if I were you. You're making me angry."

  Deep within the essence of Demis, the very energies that permeate its world form the bedrock of all power, be it arcane, divine, or even emotional. Those capable of harnessing their most potent emotions unlock a myriad of extraordinary abilities.   Barbarians, in particular, have honed their skills to channel their fury into raw strength. Defying pain and unleashing devastating devastation, this class revolves around pushing one's physical limits to unleash ferocious and often overwhelming attacks while shrugging off incoming blows.   Such training is typically found in more traditional and culturally rooted regions, rather than bustling metropolises where the untamed rage of Barbarians could raise concerns in crowded spaces. These mighty warriors are driven by the pursuit of attaining unrivaled strength within their group. Occasionally, this raging fire stems from a profound event in their lives, directing their wrath with a more personal intensity.   To those who find themselves in the crosshairs of a Barbarian's fury, brace yourself for an intense and harrowing encounter.  
This Class in Demis
though these classes are from the rules put forth by Dungeons & Dragons 5e, it is important to understand how a character may be trained in a particular class as well as how the world may percieve them.
 
Barbarians are commonly independent individuals. Due to their rage they can find it difficult to connect with other people. That isn't to say that they are shunned. The recognition of the power of emotional energy makes it easier for those training in the way of the Barbarian to be accepted by those around them.      

Quick Links

Stats & Equipment

Hit Points

Proficiencies

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

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
 

Starting 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
 
Barbarian Class Table

The Barbarian

Level Proficiency Bonus Features
(Click for More Info)
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 3 +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 4 +3
13th +5 Brutal Critical (2 die) 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 die) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Path 6 +4
 

Standard Abilities

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:  
  • You have advantage on Strength checks and Strength Saving Throws.
  •  
  • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  •  
  • 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 maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
 

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.

2nd Level

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 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.

3rd Level

Primal Path

At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels. Choose one from here

4th Level

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.

5th Level

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.

7th Level

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.
 

9th Level

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.

11th 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.
 

15th Level

 

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.

18th Level

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.

20th Level

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.

Archetypes

Below is the available archetypes that can be chosen by this class after level 3:

Primal Path Options

  1. Path of the Beserker
  2. Path of the Totem Warrior
  3. Path of the Ancestral Guardian
  4. Path of the Storm Herald
  5. Path of the Zealot
  6. Path of the Beast
  7. Path of Wild Magic


Cover image: Barfight! by Todd Lockwood

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