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Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.   A half-orc snarls at the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.   Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.   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.

Primal Instinct

People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.   Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A Life of Danger

A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.   Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

Creating a Barbarian

When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?   What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to another land and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Quick Build

You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

Multiclassing


Barbarian Dicathia Lore

The Eight Great Hordes and Herdes

Barbarian

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 proficiencies: Light armor, medium armor, shields
weapon proficiencies: 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


spellcasting:
class features:

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 bonus to the damage roll that increases as you gain levels as a barbarian, 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

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. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Instinctive Pounce

7th-level barbarian feature
As part of the bonus action you take to enter your rage, you can move up to half your speed.  

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.  

Brutal Critical

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th 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.  

Brutal Critical

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.  

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.
subclass options:

Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.  

Path of Instinct

While many Barbarians lose control when they rage, flying into wild tantrums, some operate in a state of cold absolute focus, becoming creatures of pure instinct and finely honed reflexes. Entering a void-like state of mind, they act almost without conscious thought, accomplishing superhuman feats and shrugging off hits.
Though utter calm might seem less frightening than the frothing rage of their counterparts, true terror sets in once their foes witness the destruction such perfect focus can bring.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian 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. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Path of the 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.

Path of the Brewmaster

For a brewmaster, the act of brewing—a process which can take months—is a practice in mindfulness. Carrying their barrels and demijohns from place to place, you would be mistaken to construe these individuals as peaceful. This apparent tranquillity is but the calm before the storm, for when a brewmaster enters a rage, they do so fueled by the fermented products of their labours.

Path of the Brute

While most barbarians hail from the wild places of the world, brutes discovered their Rage in the underbelly of civilization. Their abilities stem from a combination of street smarts and pure grit. All those who follow this Path share one thing in common, they prefer to solve their problems with their fists.

Path of the Dragon

Barbarians tap into primal powers, and a Barbarian of this path taps into one of the most ancient and primeval of them all: the power of dragons.
Some say this path was born during the first Dragontide by mortals tapping into the primal rage as it washed across the world; others say that only those with latent dragon blood coursing through them can walk this path. What all can agree on is the result is a being to be feared.

Path of the Drowned

The Path of the Drowned is walked by those who fall into the dark depths of the sea and survive. Most of these barbarians did not choose this fate. Instead, their all-consuming rage is the legacy of a prolonged brush with death. Some belong to tribes who venerate the power of the sea and willingly give themselves to the waves for a chance at such strength.
Falling somewhere between the living and the dead, barbarians who walk this path remember the rattling of chains and crashing waves when they rage. Their spectral powers control the battlefield around them as they drag their enemies into the cold and crushing depths to suffer their own grim fate

Path of the Exultant

Although most barbarians revel in the opportunity of a good fight, the reasons for their battle-crazed inclination vary: some fight for glory, some fight to quench an immeasurable anger within them - and some just do it for fun. Barbarians of the Path of the Exultant definitely fall within this last category, as they find joy in battle and delight in violence, facing their enemies with a smile on their face and no hesitation whatsoever. Their rage is in equal parts frenzied bursts of physical prowess and gleeful expressions of elation: dancing and jumping across the battlefield, Barbarians of the Path of the Exultant are just happy to be there, perpetually seeking the next most fun -and usually unbelievably violent- thing to do.

Path of the Fleshquake

Barbarians on the Path of the Fleshquake are often mellow, easygoing, and genteel. It is only in battles where they have no other choice that they allow this demeanor to falter. Just as their rage twists their minds into a vicious loop of wrath and bloodlust, so too does it twist their bodies, reshaping their bones and swelling their muscles. Skin will shift, blood will churn, and nothing of themselves or their foes will remain.

Path of the Giant

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Path of the Infernal

You have found the conduit for your rage in something scarier than anything you’d find on the Material Plane. Your inner fury burns from the hells themselves, manifesting itself as a series of fiendish transformations and flames whenever you enter a rage. Regardless of your reason for having these abilities, one thing is certain: hell hath no fury quite like you.

Path of the Possessed

Not every demon that manages to possess a mortal is without restraint. Occasionally, a demon will find its new host to be exceptionally useful, offering it unholy strength in exchange for harboring the evil spirit. From this union, barbarians of the Path of the Possessed are made, cursed warriors whose bodies and minds are transformed for battle.

Path of the Seething

Barbarians who follow the Path of the Seething are known for their stoic demeanour and ability to keep their boiling rage to a dull roar. They channel their anger and frustration into a quiet, seething rage that builds up over time until finally exploding in an eruption of pure molton furosity and violence.

Path of the Sky Splitter

Barbarians that follow this path use bows and arrows in an attempt to emulate the power of the lightning that splits the sky open. By getting close to their foes, they can strike not with deadly accuracy, but instead with a ferocity that only a barbarian can achieve, their arrows shattering their foes.

Path of the Steel Serpent

Nothing angers barbarians of this path more than a foe just out of reach. Seeking to overcome this limitation, the Path of the Steel Serpent was born. Whirling dervishes of blurring iron, they lash their foes and drag them in for the kill. Emulating the lightning quickness of a serpent's bite, nobody embodies a barbarian's chaotic and unpredictable mode of attack better than them.

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Path of the Thunderfoot

Bound to ancient beasts, the path of the Thunderfoot is one of perseverance and fellowship. Atop the tempestuous thunderbeasts, these barbarians ride into battle amongst a cacophony of roars and fangs.

Path of the Tideheart

Barbarians who walk the Path of the Tideheart are attuned to the primal forces of water, drawing strength from its unyielding power and ever-changing nature. These fierce warriors have unlocked the secrets of water’s versatility, transforming them into mighty storms that can’t be held at bay. Their rage ebbs and flows between power and agility, allowing them to tear through battlefields with unparalleled ease. Whether roaring like a wave or finding stillness beneath a waterfall, these barbarians are a primal force to be reckoned with who harness their inner calm before unleashing the tempest within.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Path of the Void

Especially superstitious barbarians not only distrust magic users but outright despise them and may even hunt them on occasion. These void barbarians, as they are known, see warlocks, wizards, and sorcerers as dangers that need to be dealt with quickly. Calling upon the forces of anti-magic in the universe, void barbarians charge directly for the casters in nearly every encounter. After all, the faster the spellcaster is dead, the better all will be.

Path of the Warsworn

All barbarians have an internal fury, but the rage of a barbarian that follows this path is a focused rage. It is a rage that not only allows the shrugging off of blows and the pummeling of enemies, but also opens the way for martial skill enhanced and controlled by the rage, rather than overrun by it.

Path of the Wrathful Spirit

Often, the most powerful spirits who haunt the living do so because of overwhelming anger. You have offered yourself as a vessel for these rage-filled shades, sharing your body with one or more. Usually, their presence within you is passive, and these spirits of wrath whisper only to you. However, the frenzy you enter in times of battle allows you and your internal allies to fight as one. At such times, most barbarians of this path wield two weapons, unleashing phantom fury to guide them as they become whirling cyclones of destruction.

Path of 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.

Path of 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. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.