Barbarian 5

Largely created using LaserLlama's Alternate Barbarian on GMBinder, updated for the Elaris placesetting with house rules such as Power Reservoir.
Level Proficiency Bonus Features Rages Exploits Known Exploit Die Exploit Dice
1st +2 Rage, Feat, Unarmored Defense 1
2nd +2 Danger Sense, Feat, Savage Exploits 1 2 d4 2
3rd +2 Primal Path 1 2 d4 2
4th +2 Feat 1 2 d4 2
5th +3 Extra Attack, Reckless 1 3 d6 3
6th +3 Feat, Primal Path Feature 2 3 d6 3
7th +3 Feral Instincts 2 4 d6 3
8th +3 Feat 2 4 d6 3
9th +4 Improved Critical (19) 2 5 d6 3
10th +4 Feat, Primal Path Feature 2 5 d6 3
11th +4 Critical Strike, Relentless Rage 3 6 d8 4
12th +4 Feat 3 6 d8 4
13th +5 Improved Critical (18) 3 7 d8 4
14th +5 Feat, Primal Path Feature 3 7 d8 4
15th +5 Persistent Rage 3 7 d8 4
16th +5 Feat 4 7 d8 4
17th +6 Improved Critical (17) 4 8 d10 5
18th +6 Indomitable Might 4 8 d10 5
19th +6 Feat 4 8 d10 5
20th +6 Feat, Primal Champion Unlimited 8 d10 5

Class Features

All of the following are class features of the Barbarian.

Rage

1st-Level Barbarian Feature

You fight with an unchecked primal ferocity in battle. You can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain all the benefits listed below, so long as you aren't wearing heavy armor:
    • You have advantage on Constitution checks, Strength checks, and Strength saving throws that you make.
    • Whenever you hit with a Strength-based weapon attack you deal a bonus 1d4 damage of the weapon's type. As you gain Barbarian levels, this damage bonus increases to match the Exploit Die column on the Barbarian table.
    • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You cannot cast spells, manifest psionic powers, or concentrate on supernatural effects.
Your Rage lasts until the end of your next turn, but it ends early if you fall unconscious. You can extend your Rage to the end of your next turn by attacking a creature, taking damage, making a Strength check, or using a bonus action to extend it. You can maintain your Rage for up to 10 minutes.
  Once you enter a Rage, you must finish a short or long rest before you can Rage again. As you gain Barbarian levels, you can Rage additional times between each short or long rest, as shown in the Rages column on the Barbarian table above.

Feat

1st-Level Barbarian Feature

You learn one feat of your choice.

Unarmored Defense

1st-Level Barbarian Feature

So long as you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain the effects of this feature.

Danger Sense

2nd-Level Barbarian Feature

You have advantage on your first Initiative check in each combat. If you are surprised when you roll initiative, you can act normally so long as you Rage as part of your first turn.

Savage Exploits

2nd-Level Barbarian Feature

You have gained savage abilities that enhance your martial skill on and off the battlefield, granting you the following abilities:

Exploit Dice

The Barbarian table shows how many Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all expended Exploit Dice when you finish a short or long rest.
  Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.

Exploits Known

At 2nd level, you learn two Savage Exploits from the list at the end of this class. The Exploits Known column of the Barbarian table shows when you learn additional Exploits. To learn an Exploit you must meet an prerequisites that it may have, like a minimum ability score or Barbarian level.
  Whenever you would learn a new Savage Exploit, you may also replace one of the Exploits you know with another Exploit of your choice.

Saving Throws

If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength modifier

1st-Degree Exploits
Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.

Aggressive Sprint

As a bonus action, you can expend one Exploit Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.

Bonebreaking Critical

Prerequisites: Strength 11
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to cripple the target. For 1 minute, that creature deals only half damage with any attacks it makes that use its Strength (Constitution save ends).

Brace Up

Prerequisites: Constitution 11
You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Exploit Die and gain temporary hit points equal to 1 + your Constitution modifier.

Breathless Critical

Prerequisites: Strength 11
When you score a critical hit on a creature using a Strength-based weapon attack, you can expend one Exploit Die to knock the air from the target's lungs. For 1 minute, that creature can speak only fateringly and its speed is halved (Constitution save ends).

Commanding Presence

Prerequisites: Strength 11 or Charisma 11
WHenever you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
  ALso, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.

Crushing Grip

Prerequisites: Strength 11
When you grapple a creature, you can expend one Exploit Die to enhance your grip. When you initiate this grapple, and at the start of each of the grappled creature's turns, it takes bludgeoning damage equal to one roll of your Exploit Die.

Cunning Instinct

Prerequisites: Wisdom 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Destructive Strike

Prerequisites: Strength 11
When you hit a nonmagical object with an attack, you can expend an Exploit Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.

Feat of Strength

Prerequisites: Strength 11 or Constitution 11
When you make a Strength or Constitution ability check you can expend Exploit Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check. You can do so after you roll the d20, but before you know the result.

Heroic Fortitude

Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Exploit Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.

Hurl

Prerequisites: Strength 11
In place of an attack, you can expend an Exploit Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier.
  At 11th level, the range of this Exploit becomes 120 feet.

Lightstep

Prerequisites: Dexterity 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.

Mighty Leap

Prerequisites: Strength 11
When you move at least 10 feet immediately before you jump, you can expend Exploit Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Exploit Die expended, even if this exceeds your remaining speed.

Mighty Thrust

Prerequisites: Strength 11
In place of an attack, you can expend an Exploit Die to force a target you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier. Targets that are more than one size larger than you have advantage on this saving throw.

Rustic Intuition

Prerequisites: Wisdom 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Exploit Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.

Ruthless Strike

Prerequisites: Strength 11
When you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your proficiency bonus), roll the dice, and add them to the damage roll of that attack.

Savage Rebuke

When a creature you can see hits you with a melee attack, you can use your reaction to expend one Exploit Die to make a melee weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.

Skilled Rider

Prerequisites: Wisdom 11
When your trained mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend one Exploit Die, roll it, and add the result to your ability check. You can do so after

Sweeping Strike

When you hit a creature with a melee weapon attack, you can expend an Exploit Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Exploit Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.

Take Down

Prerequisites: Strength 11
As a bonus action, you can expend one Exploit Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Exploit Die to your Strength (Athletics) check.

Trampling Rush

Prerequisites: Strength 11
When you move at least 20 feet toward a creature and hit it with a melee weapon attack, you can expend an Exploit Die and attempt to trample the creature. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Exploit Die and is knocked prone.
 
2nd-Degree Exploits
Exploits of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned by any Barbarian of 5th level or higher.

Arresting Critical

Prerequisites: 5th-level Barbarian, Strength 13
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to critically disable its movement. For 1 minute, its speed is reduced to 0.
  The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.

Bloodthirsty Critical

Prerequisites: 5th-level Barbarian, Strength 13
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to instantly make one additional weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Exploit Die.
  If you score a critical hit with the attack granted by this Exploit, you cannot use this Exploit again to make another attack.

Concussive Blow

Prerequisites: 5th-level Barbarian, Strength 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower the attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
    • Its speed becomes 0.
    • It can speak only falteringly.
    • It has disadvantage on all attack rolls, ability
    • checks, and Dexterity saving throws.
  • Attack rolls against it have advantage.

Feral Senses

Prerequisites: 5th-level Barbarian, Constitution 13 or Wisdom 13
As an action, you can expend an Exploit Die to temporarily heighten your senses. For 10 minutes you gain a bonus to any Wisdom (Insight) Wisdom (Perception) or Wisdom (Survival) checks you make equal to one roll of your Exploit Die, so long as the checks rely on your sense of sight or smell.
  You can also smell the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, and identify the kind of poison, poisonous creature, or disease.
  Your senses cannot detect anything behind full cover.

Glancing Blow

Prerequisites: 5th-level Barbarian
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.

Greater Hurl

Prerequisites: 5th-level Barbarian, Strength 13
As an action, you can expend an Exploit Die to touch one creature at least one size smaller than you and attempt to throw it. It must succeed on a Strength saving throw or be thrown at a space that you can see within 30 feet. A creature can choose to fail.
  If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier.
  If a feature causes you to count as a size larger for your carrying capacity or the size of creatures you can grapple, you also count as one size larger for the creatures you can throw.

Honor Duel

Prerequisites: 5th-level Barbarian
As a bonus action, you can expend an Exploit Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.
  The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.

Immovable Stance

Prerequisites: 5th-level Barbarian, Strength 13 or Constitution 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.

Intimidating Command

Prerequisites: 5th-level Barbarian, Charisma 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.

Menacing Shout

Prerequisites: 5th-level Barbarian, Constitution 13 or Charisma 13
As a bonus action, you can expend one Exploit Die and force creature within 30 feet that can see or hear you to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn and must use its action to move as far from you as possible without harming itself.

Rending Strike

Prerequisites: 5th-level Barbarian, Strength 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Exploit Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest.

Ringing Critical

Prerequisites: 5th-level Barbarian, Strength 13
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to daze your target. For 1 minute, that creature must roll a d4 and subtract the result from any attack roll and saving throw it makes.
  The creature can make a Wisdom saving throw at the beginning of each of its turns, ending this effect on a success.

Shattering Slam

Prerequisites: 5th-level Barbarian, Strength 13
In place of an attack, you can expend an Exploit Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Exploit Die + your Strength modifier and fall prone. On a successful save, they take half as much damage and don't fall prone.
  Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.

Thunderous Blow

Prerequisites: 5th-level Barbarian, Strength 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Exploit Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. A creature that is more than one size larger than you has advantage on its saving throw.

Whirlwind Strike

Prerequisites: 5th-level Barbarian, Strength 13 or Dexterity 13
In place of an attack, you can expend an Exploit Die and force each target within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Exploit Die + your Strength or Dexterity modifier (your choice) on a failed save, and half as much damage on a success.
 
3rd-Degree Exploits
3rd-degree Exploits are feats of savagery, and can be learned by Barbarians of 9th level or higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.

Adrenaline Rush

Prerequisites: 9th Level Barbarian, Strength 15 or Constitution 15
As a bonus action on your turn, you can expend one Exploit Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including as part of the bonus action that you use this Exploit.

Bewildering Blow

Prerequisites: 9th Level Barbarian, Strength 15 or Dexterity 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike at its head with great force, dealing additional damage equal to two rolls of your Exploit Die and it must make a Wisdom saving throw. On a failure, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior, consulting the table below and the corresponding d10 roll:
d10Behavior
1It uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It does not take an action this turn.
2-5It does not move or take actions this turn.
6-7It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature in its reach, It does nothing this turn.
8-9It can act and move normally.
10It lays prone on the ground and takes no further actions or movement this turn.
This effect lasts for 1 minute, but the creature can make a Wisdom saving throw at the end of each of its turns, instantly ending the effects of this Exploit on a successful save.

Confounding Critical

Prerequisites: 9th Level Barbarian, Strength 15
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to strike at the head, weakening its ability to think. For 1 minute, its thoughts are muddled and whenever it makes an attack roll, ability check, or Constitution saving throw to maintain its concentration, it must roll a d6 and subtract the result from its roll.
  The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.

Destructive Slam

Prerequisites: 9th Level Barbarian, Strength 15
In place of an attack, you can expend Exploit Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
  Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.

Disorienting Blow

Prerequisites: 9th Level Barbarian, Strength 15
When you hit with a creature with a melee weapon attack, you can expend an Exploit Die to strike with overwhelming force, dealing additional damage equal to two rolls of your Exploit Die and it must succeed on a Wisdom saving throw or suffer the following effects for 1 minute:
 
    • Its speed is halved and it cannot take reactions.
    • Its Armor Class is reduced by 2.
    • It has disadvantage on Dexterity saving throws.
    • On its turn it can only take an action or a bonus action.
    • It cannot make more than one attack during its turn.
  • It can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.

  This Exploit's effects do not stack with the slow spell.

Mythic Athleticism

Prerequisites: 9th Level Barbarian, Strength 15 or Constitution 15
As a bonus action, you can expend Exploit Dice (up to your proficiency bonus) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
 
    • Whenever you make a Strength or Constitution check,
    you can treat a roll of 9 or lower on the d20 as a 10.
    • Your walking speed increases by a number of feet equal
    to 5 times your Strength modifier (minimum of 5 feet).
    • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects last for 10 minutes for each Exploit Die spent as part of this Exploit, and end early if you are Incapacitated.

Mythic Resilience

Prerequisites: 9th Level Barbarian, Constitution 15
When you take damage from an effect you can see, you can expend Exploit Dice (up to your proficiency bonus) to reduce the incoming damage. For each Exploit Die you expend you roll three Exploit Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.
  If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.

Pack Tactics

Prerequisites: 9th Level Barbarian, Wisdom 15
As a bonus action, you can expend one Exploit Die to signal your allies to fight as a pack. Until the end of your next turn, creatures of your choice that can see or hear you within 30 feet have advantage on attack rolls, so long as a conscious allied creature is within 5 feet of their target.
  You can use a bonus action on your next turn to extend the effects of this Exploit to the end of the turn after that, though you do not need to expend an Exploit Die when you do so.
  You cannot maintain this Exploit longer than 1 minute.

Primal Terror

Prerequisites: 9th Level Barbarian
As an action, you can expend one Exploit Die to attempt to drive a creature within 5 feet into a fit of primal fear, forcing it to make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.
  Whenever the affected creature chooses another creature as a target of an attack or spell, it must choose its target at random from among the creatures it can see within range.
  If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.

Roar of Triumph

Prerequisites: 9th Level Barbarian
When you score a critical hit, you can expend an Exploit Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.

Primal Roar

Prerequisites: 9th-Level Barbarian, Constitution 15
As an action, you can expend one Exploit Die to unleash a primal roar that strikes fear into the hearts of your enemies. Each creature of your choice within 30 feet that can hear you must make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. While frightened in this way, a creature's speed is halved, and it can't willingly move closer to you.

Savage Defiance

Prerequisites: 9th Level Barbarian
As an action you can expend an Exploit Die to issue a savage challenge. Creatures of your choice within 60 feet that can hear you have disadvantage on attacks against targets other than you for 1 minute, or until they hit you with an attack.

Survey Wilderness

Prerequisites: 9th Level Barbarian, Strength 15 or Wisdom 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
 
    • Any settlements or camps with five or more occupants.
    • Prominent natural formations, bodies of water, and ruins.
    • Local plants, animals, weather, and ecosystems.
    • Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
  • Once you use this Exploit to survey an area of wilderness you must finish a long rest before you can use it there again.

War Cry

Prerequisites: 9th Level Barbarian
As an action, you can expend one Exploit Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
 
4th-Degree Exploits
Exploits of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.

Devastating Critical

Prerequisites: 13th Level Barbarian, Strength 17
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to shatter its focus. If it was concentrating on a spell or effect, it automatically loses concentration, and for 1 minute, it has disadvantage on all Intelligence, Wisdom, and Charisma saving throws, and any saving throws it makes to maintain concentration.
  The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.

Staggering Blow

Prerequisites: 13th Level Barbarian, Strength 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Exploit Die. The target must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on all ability checks and attack rolls and it cannot take reactions.
  The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.

Strength of the Colossus

Prerequisites: 13th Level Barbarian, Strength 17
As a bonus action you can expend Exploit Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though you must concentrate on this Exploit's effect as if you were concentrating on a spell. For 10 minutes, or until you lose concentration, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:
Exploit DiceTotal Weight
Without Exploit30 x Strength score
150 x Strength score
2100 x Strength score
3150 x Strength score
4200 x Strength score
5250 x Strength score
6300 x Strength score
For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.
  For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.
  When this Exploit ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Exploit Dice you spent.

Subjugate Beast

Prerequisites: 13th Level Barbarian
As an action, you can expend one Exploit Die and attempt to intimidate one beast that can see or hear you within 30 feet, bending it to your will. The beast must succeed on a Wisdom saving throw or be considered charmed by you for 1 minute.
  While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action. If it doesn’t receive direction from you, it defends itself to the best of its ability.
  Each time the beast takes damage, it repeats the saving throw, ending the effects of this Exploit on a success.

Sundering Strike

Prerequisites: 13th Level Barbarian, Strength 17
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike.
  If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike.

Unbreakable

Prerequisites: 13th Level Barbarian, Constitution 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can spend Exploit Dice (up to your proficiency bonus) and fall to 1 hit point. For each Exploit Die you spent, you roll three Exploit Dice, and you gain temporary hit points equal to the total rolled.
 
5th-Degree Exploits
Exploits of the 5th-degree are primal feats that rival mythic monsters and demigods. These Exploits can only be learned by Barbarians of 17th level or higher. Each 5th-degree Exploit that you know can only be used once per long rest.

Banishing Strike

Prerequisites: 17th Level Barbarian, Strength 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Exploit Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.

Cataclysmic Slam

Prerequisites: 17th Level Barbarian, Strength 19
As an action on your turn, you can expend Exploit Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Exploit Die for each Exploit Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don't fall prone. Objects in this area take maximum damage.
  The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.

Vorpal Critical

Prerequisites: 17th Level Barbarian, Strength 19
When you score a critical hit with a melee attack on a creature, you can expend one Exploit Die to strike with brutal legendary force and deal additional damage equal to three rolls of your Exploit Die.
  If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you instantly cut off one of the its heads. If it can't survive without that head, it is killed. Creatures can use Legendary Resistance to avoid being beheaded. Any creatures that doesn't have or doesn't need a head is immune to this Exploit's effects, but still take the additional damage on hit.
 

Primal Path

3rd-Level Barbarian Feature

You choose the Primal Path that best represents your Barbarian's style of combat and the source of your Rage.
  Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.

Path Exploits

Some Primal Paths have a list of Path Exploits that you learn at the Barbarian levels noted in the Primal Path description. They don't count against your number of Exploits Known and cannot be replaed with other Exploits. If you do not meet a Path Exploit's prerequisites, you learn it regardless.
Primal Paths
Some Barbarians draw their Rage from their ancestry. Those who walk the Path of the TItan fuel their Rage with the giant blood that flows in their veins.
Primal PathDescription
Path of the Ancestral GuardianNot all Barbarians are savages who revel in bloodlist. Some, especially those of elvish descent, walk a Path of spiritual connection.
Path of the BattleragerAn ancient tradition of dwarven barbarians that specialize in spiked armor and charging headlong into combat. Dwarf Only.
Path of the BerserkerThe savage warriors known as Berserkers live for the chaos of battle.
Path of the BruteWhile most Barbarians hail from the wild places of the world, Brutes discover their Rage in the underbelly of civilization.
Path of the ChampionAt the front of every great fighting force stands a Champion. These elite warriors are masters of honorable combat and fair play.
Path of the DeepEncounters with great and terrible things dwelling deep beneath the waves often irreparably shatters the minds of the weak-willed. Some who survive these traumatic events experience with an eldritch Rage that is rarely experienced on the material plane.
Path of the FavoredFor most Barbarians, their Rage is drawn from their lust for battle or a desire for revenge, but for others, their Rage is a gift.
Path of the InfernoAcross the lower planes, the eternal conflict rages between law and chaos. Devils against Demons, vying for control of the multiverse. Sometimes this corruption seeps out, and those who survive the corruption rise as soldiers of these planes, becoming Inferno Warriors
Path of the PackleaderWild warriors all, Barbarians fight with a primal ferocity not seen incivilized soldiers.
Path of the ReaverWhile most Barbarians focus on overcoming their foes with raw power and brute force, those known as Reavers augment their impressive strength with martial technique and maneuvers.
Path of the StormDwelling in places of great elemental power, Barbarians who follow the Path of the Storm come to embody the destructive power of the elements themselves.
Path of the Totem WarriorBarbarians who follow the Path of the Totem Warrior learn to bind themselves to primal bestial spirits of the natural world.
Path of the Titan
Path of the WyrmbloodNot all who have their blood mingled with dragons manifest sorcerous power. Some instead find themselves imbued with an unquenchable spark of fury.
Path of the ZealotYour Rage has been implanted in your by the divine powers of the heavens as a chosen champion of a deity.

 

Extra Attack

5th-Level Barbarian Feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Reckless

5th-Level Barbarian Feature

Whenever you make a Strength-based attack on your turn, you can throw aside concern for your defense to make a Reckless Attack. When you do so, you have advantage on all Strength-based attacks and all attack rolls targeting you have advantage until the start of your next turn.

Feral Instincts

7th-Level Barbarian Feature

The primal fury that fuels your Rage in battle also hones your senses. You gain the benefits below:
    • Your Rage lasts for its maximum duration, and only ends early if you fall Unconscious or choose to end it.
  • You have advantage on Dexterity saving throws against effects that you can see (such as traps and spells) so long as you are not Blinded, Deafened, or Incapacitated.

Improved Critical

9th-Level Barbarian Feature

Primal fury increases the power of your strikes. Strength-based attack rolls you make score a critical hit on a roll of 19 or 20 on a d20.
  At certain Barbarian levels your critical hit range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.

Critical Strike

11th-Level Barbarian Feature

You ruthlessly exploit the weakness of your foes. When you score a critical hit with a weapon attack while you are Raging, you can use a Savage Exploit you know as part of that attack without expending an Exploit Die.

Relentless Rage

11th-Level Barbarian Feature

The white hot dury of your Rage burns ever brighter. You gain the following benefits while Raging:
    • If you drop to 0 hit points, but do not die outright, you can choose to end your Rage to drop to 1 hit point instead.
  • When you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

Persistent Rage

15th-Level Barbarian Feature

You have mastered your Rage, becoming one with your anger. When you Rage it lasts for 1 hour.

Indomitable Might

18th-Level Barbarian Feature

Your physical power and stamina rival the heroes of legend. If you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.

Primal Champion

20th-Level Barbarian Feature

You embody the raw power of the primal wilderness and have exceeded the physical limits of normal mortals. Raise your Strength and Constitution scores by 4, and your maximum for both of those scores becomes 24.
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Table of Contents

 

Hit Points

Hit Dice
1d12 per Barbarian level
Hit Points at 1st Level
1d12 + your Constitution modifier
Hit Points at Higher Levels
1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies

Armor
Padded, Leather, Studded Leather, Hide, Chain Shirt, Scale Mail, Breastplate, Field Plate, Small Shields, Large Shields
Weapons
Simple weapons, martial weapons
Tools
None
Saving Throws
Strength, Constitution
Skills
Choose two of the following: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

As a barbarian, you can choose to start with 2d4x10gp to purchase starting gear or with the following equipment:
  • (a) a greataxe, (b) greatsword, or (c) a maul
  • (a) two handaxes or (b) any simple weapon.
  • hide armor, an explorer's pack, and four javelins

Barbarian Power Reservoir

At first level, choose either Strength or Constitution. This cannot be changed later. Your Barbarian Power Reservoir is equal to the chosen ability score's modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals the chosen ability score's modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Barbarian quickly by using these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the outlander background.

Multiclassing and the Barbarian

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Barbarian class:
Ability Score Minimum
As a multiclass character, you must have a minimum of 13 Strength and 13 Constitution to take your first level in the Barbarian class, or to take a level in another class if you're already a Barbarian.
Proficiencies Gained
If Barbarian is not your initial class, you gain the following proficiencies when you take your first level as a Barbarian: All simple weapons, All martial weapons, Small Shields, and Large Shields.
Exploits
If you learn Exploits from more than one of your classes, subclasses, or other features, follow the rules and tables found here to determine the total number and size of your Exploit Dice, and the total number of Exploits Known from each feature that grants your Exploits.

Variant Features

 

Variant Classes


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